Stream Partner

Streaming (average flow or streaming media) is a way of distributing data, usually on a network via multimedia packages. It is often used to distribute multimedia content over the Internet. In streaming, the information is not stored by the user on your own computer not taking up space on Hard Disk (HD), it gets the “stream” data transmission (unless the temporary archiving in the system cache, or the user actively make recording data) – the media is played as it reaches the user, depending on the bandwidth is sufficient to reproduce the content, if not enough interruptions occur in the file playback (see buffer).

streamingThis allows a user to play copyright-protected content on the Internet without the violation of these rights, similar to radio or broadcast television differently than would occur if the contents of the download, where there is the storage media in HD configuring itself an illegal copy. The information may be transmitted in various architectures, such as IP multicast or broadcast. Examples of such services are Netflix and Hulu.

In the early 1920s, George O. Squier was granted patents for a system for the transmission and distribution of signals over electrical lines Which was the technical basis for what later Became Muzak, the continuous music streaming technology to commercial customers without the use of radio.

Attempts to display the media on computers date back to the earliest days of computing in the mid-20th century. However, little progress was made for several decades, Primarily due to the high cost and limited capabilities of computer hardware. From the late 1980s through the 1990s, consumer-grade personal computers Became powerful enough to display various medium.

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