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Streaming

Streaming is a method of delivering multimedia content over a network in a continuous stream, allowing playback to begin before the entire file has downloaded. It relies on buffering to compensate for network variability and supports both live events and on-demand content.

Delivery typically uses HTTP-based streaming protocols such as HLS (HTTP Live Streaming) and MPEG-DASH (Dynamic Adaptive

Types include live streaming, which broadcasts in real time, and on-demand streaming, which allows playback after

Clients range from desktop web browsers to mobile apps and smart TVs. Popular platforms include consumer services

Economic models include subscriptions, advertising, and pay-per-view. Licensing and digital rights management (DRM) are important for

Challenges include latency, bandwidth costs, and quality of service, as well as copyright enforcement and accessibility.

Streaming
over
HTTP),
which
enable
adaptive
bitrate
streaming.
Encoders
convert
media
into
data
chunks
at
multiple
quality
levels;
content
is
delivered
via
content
delivery
networks
and
stored
in
origin
servers.
capture.
Content
can
be
audio,
video,
or
both,
and
commonly
uses
codecs
like
AAC
for
audio
and
H.264/AVC
or
H.265/HEVC
for
video.
(YouTube
Live,
Twitch,
Facebook
Live)
and
enterprise
solutions.
Streaming
software,
such
as
encoders
and
servers,
manages
ingest,
transcoding,
and
distribution.
protected
content,
while
open
formats
and
interoperability
influence
platform
compatibility.
Trends
include
lower-latency
streaming,
cloud-based
production,
and
wider
adoption
across
devices.