When face disconnection in middle of streaming. So

When we
can give users a new experience to use website that can transform into a mobile
application, why don’t we do that?

Using a
mobile first design web applications is a new thing now in the word of design,
and with this method, you can have responsive web application which can be use
on Desktop Computers, Tablets, and smartphones and the design will remain the
same with the same functionality.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Project plan & schedule

 

The
traffic of mobile video and streaming is growing quickly with the growth of
technology. Back in 2012 the Streaming applications were only for PCs and wired
connections, but now Mobile Phones took their place and attacked all the
attentions to itself. Users, also called peers
are connected with each other in network and they share resources and each peer
can be at the same time client and server. P2P Streaming applications got a lot
of attention in recent years, and also there is a lot of studying and research
projects around this technology for making it better and easier for users.

The
problems in P2P Streaming on mobile phones is that P2P Streaming need to have
stable internet connection for downlink and uplink directions. Usually the
connections are unstable and this will cause lagging and delay in streaming and
also it maybe face disconnection in middle of streaming. So these problems are
common for cellular users and 3G or 4G internets, because the stability of
cellular internet having connection with the signal of sim-card. As I mentioned
before, streaming has high usage and not all the devices can handle this usage
from its CPU. So the other problem can be that there are multiple systems
competing for the limited resource like different client software are running
at the same time in memory and disk and the limited storage on mobile phones
can cause the problem for streaming.

In
streaming, Bandwidth or data transfer rate is one of the most important issue.
Data transfer rate, is the amount of data that can be carried from the one
point to another in a given time. Usually the time that we use is second.
Usually a text message might take less than 1,000 bits per second (bps), a
voice conversation required 56 Kbps. The standard definition video (480p) works
at 1 Mbps, but the HD video (720p) takes about 4 Mbps and HDX (1080p) more than
7 Mbps. So with this information, users will understand that limitation of the
bandwidth can limit the streaming on mobile phones.

 

 

 

Chapter 2 – literature review

 

Comparison solution

 

There
is no doubt that with the growth of entertainment online from movies, TV shows,
music, games and software, the surge of rich content of the internet will
continue. In order to ensure a reliable user experience and cost-effective
content delivery method for content publishers, it is critical to ascertain
which content delivery approach is best suited to user’s needs. And when
considering P2P and the wide range of solutions available and they are not
created equal, it is important to evaluate which solution is right for user’s
applications and how best to integrate this solution with the traditional
content delivery architectures.

Peer-to-peer
(P2P) computing or networking is a distributed application architecture that
partitions tasks or workloads between peers. Peers are equally privileged, equipotent
participants in the application. They are said to form a peer-to-peer network
of nodes.

Peers
make a portion of their resources, such as processing power, disk storage or
network bandwidth, directly available to other network participants, without
the need for central coordination by servers or stable hosts. Peers are both
suppliers and consumers of resources, in contrast to the traditional
client-server model in which the consumption and supply of resources is
divided. Emerging collaborative P2P systems are going beyond the era of peers
doing similar things while sharing resources, and are looking for diverse peers
that can bring in unique resources and capabilities to a virtual community
thereby empowering it to engage in greater tasks beyond those that can be
accomplished by individual peers, yet that are beneficial to all the peers.

While
P2P systems had previously been used in many application domains, the
architecture was popularized by the file sharing system Napster, originally
released in 1999. The concept has inspired new structures and philosophies in
many areas of human interaction. In such social contexts, peer-to-peer as a
meme refers to the egalitarian social networking that has emerged throughout
society, enabled by Internet technologies in general.

 

 

Leterature review discussion

 

A peer-to-peer
network is designed around the notion of equal peer nodes simultaneously
functioning as both “clients” and “servers” to the other
nodes on the network. This model of network arrangement differs from the
client–server model where communication is usually to and from a central
server. A typical example of a file transfer that uses the client-server model
is the File Transfer Protocol (FTP) service in which the client and server
programs are distinct: the clients initiate the transfer, and the servers
satisfy these requests.

 

Routing and resource discovery

Peer-to-peer
networks generally implement some form of virtual overlay network on top of the
physical network topology, where the nodes in the overlay form a subset of the
nodes in the physical network. Data is still exchanged directly over the
underlying TCP/IP network, but at the application layer peers are able to
communicate with each other directly, via the logical overlay links (each of
which corresponds to a path through the underlying physical network). Overlays
are used for indexing and peer discovery, and make the P2P system independent
from the physical network topology. Based on how the nodes are linked to each
other within the overlay network, and how resources are indexed and located, we
can classify networks as unstructured or structured (or as a hybrid between the
two).