XE33OSA Chapter 20: Multimedia Systems. 20.2XE33OSA Silberschatz, Galvin and Gagne ©2005 Chapter 20: Multimedia Systems What is Multimedia Compression.

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XE33OSA Chapter 20: Multimedia Systems

20.2XE33OSA Silberschatz, Galvin and Gagne ©2005 Chapter 20: Multimedia Systems What is Multimedia Compression Techniques Requirements of Multimedia Kernels CPU Scheduling Disk Scheduling Network Management An Example: Cineblitz

20.3XE33OSA Silberschatz, Galvin and Gagne ©2005 Objectives To identify the characteristics of multimedia data To examine several algorithms used to compress multimedia data To explore the operating system requirements of multimedia data, including CPU and disk scheduling and network management

20.4XE33OSA Silberschatz, Galvin and Gagne ©2005 What is Multimedia? Multimedia data includes - audio and video clips (i.e. MP3 and MPEG files) - live webcasts Multimedia data may be delivered to - desktop PC’s - handheld devices (PDAs, smart phones

20.5XE33OSA Silberschatz, Galvin and Gagne ©2005 Media Delivery Multimedia data is stored in the file system like othe ordinary data. However, multimedia data must be accessed with specific timing requirements. For example, video must be displayed at frames per second. Multimedia video data must be delivered at a rate which guarantees frames/second. Continuous-media data is data with specific rate requirements.

20.6XE33OSA Silberschatz, Galvin and Gagne ©2005 Streaming Streaming is delivering a multimedia file from a server to a client - typically the deliver occurs over a network connection. There are two different types of streaming: 1. Progressive download - the client begins playback of the multimedia file as it is delivered. The file is ultimately stored on the client computer. 2. Real-time streaming - the multimedia file is delivered to - but not stored on - the client’s computer.

20.7XE33OSA Silberschatz, Galvin and Gagne ©2005 Real-time Streaming There are two types of real-time streaming: (1) Live streaming - used to deliver a live event while it is occurring. (2) On-demand streaming - used to deliver media streams such as movies, archived lectures, etc. The events are not delivered in real-time.

20.8XE33OSA Silberschatz, Galvin and Gagne ©2005 Multimedia Systems Characteristics Multimedia files can be quite large. Continuous media data may require very high data rates. Multimedia applications may be sensitive to timing delays during playback of the media.

20.9XE33OSA Silberschatz, Galvin and Gagne ©2005 Compression Because of the size and rate requirements of multimedia systems, multimedia files are often compressed into a smaller form. MPEG Compression: (1) MPEG X 30 frames/second (2) MPEG-2 - Used for compressing DVD and high-definition television (HDTV) (3) MPEG-4 - Used to transmit audio, video, and graphics. Can be delivered over very slow connections (56 Kbps)

20.10XE33OSA Silberschatz, Galvin and Gagne ©2005 Operating Systems Issues The operating system must guarantee the specific data rate and timing requirements of continuous media. Such requirements are known as Quality-of-Service (QoS) guarantees.

20.11XE33OSA Silberschatz, Galvin and Gagne ©2005 QoS Guarantees Guaranteeing QoS has the following effects in a computer system: (1) CPU processing (2) Scheduling (3) File systems (4) Network protocols

20.12XE33OSA Silberschatz, Galvin and Gagne ©2005 Requirement of Multimedia Operating Systems There are three levels of QoS (1) Best-effort service - the system makes a best effort with no QoS guarantees. (2) Soft QoS - allows different traffic streams to be prioritized, however no QoS guarantees are made. (3) Hard QoS - the QoS rquirements are guaranteed.

20.13XE33OSA Silberschatz, Galvin and Gagne ©2005 Parameters Defining QoS Throughput - the total amount of work completed during a specific time interval. Delay - the elapsed time from when a request is first submitted to when the desired result is produced. Jitter - the delays that occur during playback of a stream. Reliability - how errors are handled during transmission and processing of continuous media.

20.14XE33OSA Silberschatz, Galvin and Gagne ©2005 Further QoS Issues QoS may be negotiated between the client and server. Operating systems often use an admission control algorithm that admits a request for a service only if the server has sufficient resources to satisfy the request.

20.15XE33OSA Silberschatz, Galvin and Gagne ©2005 Figure 20.1 Resources on a file server

20.16XE33OSA Silberschatz, Galvin and Gagne ©2005 CPU Scheduling Multimedia systems require hard realtime scheduling to ensure critical tasks will be serviced within timing deadlines. Most hard realtime CPU scheduling algorithms assign realtime processes static priorities that do not change over time.

20.17XE33OSA Silberschatz, Galvin and Gagne ©2005 Disk Scheduling Disk scheduling algorithms must be optimized to meet the timing deadlines and rate requirements of continuous media. Earliest-Deadline-First (EDF) Scheduling SCAN-EDF Scheduling

20.18XE33OSA Silberschatz, Galvin and Gagne ©2005 Disk Scheduling (cont) The EDF scheduler uses a queue to order requests according to the time it must be completed (its deadline.) SCAN-EDF scheduling is similar to EDF except that requests with the same deadline are ordered according to a SCAN policy.

20.19XE33OSA Silberschatz, Galvin and Gagne ©2005 Deadline and cylinder requests for SCAN-EDF scheduling

20.20XE33OSA Silberschatz, Galvin and Gagne ©2005 Network Management Three general methods for delivering content from a server to a client across a network: (1) Unicasting - the server delivers the content to a single client. (2) Broadcasting - the server delivers the content to all clients, regardless whether they want the content or not. (3) Multicasting - the server delivers the content to a group of receivers who indicate they wish to receive the content.

20.21XE33OSA Silberschatz, Galvin and Gagne ©2005 RealTime Streaming Protocol (RTSP) Standard HTTP is stateless whereby the server does not maintain the status of its connection with the client.

20.22XE33OSA Silberschatz, Galvin and Gagne ©2005 Figure 20.1 Streaming media from a conventional web server

20.23XE33OSA Silberschatz, Galvin and Gagne ©2005 Figure 20.3 Realtime Streaming Protocol

20.24XE33OSA Silberschatz, Galvin and Gagne ©2005 RTSP States SETUP - the server allocates resources for a client session. PLAY - the server delivers a stream to a client session. PAUSE - the server suspends delivery of a stream. TEARDOWN - the server breaks down the connection and releases the resources allocated for the session.

20.25XE33OSA Silberschatz, Galvin and Gagne ©2005 Figure 20.4 RTSP state machine

20.26XE33OSA Silberschatz, Galvin and Gagne ©2005 CineBlitz Multimedia Server CineBlitz supports both realtime and non-realtime clients. CineBlitz provides hard QoS guarantees to realtime clients using an admission control algorithm. The disk scheduler orders requests using C-SCAN order.

20.27XE33OSA Silberschatz, Galvin and Gagne ©2005 CineBlitz Admission Controller Total buffer space required for N clients where client has rate requirement of r i

20.28XE33OSA Silberschatz, Galvin and Gagne ©2005 Figure Double buffering in CineBlitz

20.29XE33OSA Silberschatz, Galvin and Gagne ©2005 CineBlitz Admission Controller (cont) If tseek and trot are the worst-case seek and rotational delay times, the maximum latency for servicing N requests is

20.30XE33OSA Silberschatz, Galvin and Gagne ©2005 CineBlitz Admission Controller (cont) The CineBlitz admission controller only admits a new client if there is at least 2 X T X r i bits of free buffer space and the following equation is satisfied

20.31XE33OSA Silberschatz, Galvin and Gagne ©2005 In.20.1

20.32XE33OSA Silberschatz, Galvin and Gagne ©2005 Exercise 20.10

XE33OSA End of Chapter 20