Multimedia Networking

7.3 Making the Best of the Best-Effort Service: An Internet Phone Example

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Introduction
7.1 Multimedia Networking Applications
7.1.1 Examples of Multimedia Applications
7.1.2 Hurdles for Multimedia in Today's Internet
7.1.3 How Should the Internet Evolve to Support Multimedia Better?
7.1.4 Audio and Video Compression
7.2 Streamimg Stored Audio and Video
7.2.1 Accessing Audio and Video Through a Web Server
7.2.2 Sending Multimedia from a Streaming Server to a Helper Application
7.2.3 Real-Time Streaming Protocol (RTSP)
7.3 Making the Best of the Best-Effort Service: An Internet Phone Example
7.3.1 The Limitations of a Best-Effort Service
7.3.2 Removing Jitter at the Receiver for Audio
7.3.3 Recovering from Packet Loss
7.4 Protocols for Real-Time Interactive Applications
7.4.1 RTP
7.4.2 RTP Control Protocol (RTCP)
7.4.3 SIP
7.4.4 H.323
7.5 Distributing Multimedia: Content Distribution Networks
7.6 Beyond Best Effort
7.6.1 Scenario 1: A 1 Mbps Audio Application and an FTP
7.6.2 Scenario 2: A 1 Mbps Audio Application and a High-Priority FTP Transfer
7.6.3 Scenario 3: A Misbehaving Audio Application and an FTP Transfer
7.6.4 Scenario 4: Two 1 Mbps Audio Applications over an Overload 1.5 Mbps Link
7.7 Scheduling and Policing Mechanisms
7.7.1 Scheduling Mechanisms
7.7.2 Policing: The Leaky Bucket
7.8 Intergrated Services and Differentiated Services
7.8.1 Intserv
7.8.2 Diffserv
7.9 RSVP
7.9.1 The Essence of RSVP
7.9.2 A Few Simple Examples
Making the Best of the Bewst-Effort Service: An Internet Phone Example

The Internet's network-layer protocol, IP, provides a best-effort service.  That is to say that the service makes it best effort to move each datatgram from source to destination as quickly as possible.  It does not make any promises whatsoever about the extent of the end-to-end delay fro an individual packet, or about the extent of packet jitter and packet loss within the packet stream.  The lack of guarantees about delay and packet jitter poses significiant challenges to the design of real-time multimedia applications.

7.3.1 The Limitations of a Best-Effort Service
7.3.2 Removing Jitter at the Receiver for Audio
7.3.3 Recovering from Packet Loss
7.3.4 Streaming Stored Audio and Video