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===Early development=== {{See also|Timeline of online video}} Attempts to display media on [[Personal computer|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 media. The primary technical issues related to streaming were having enough [[CPU]] and [[bus (computing)|bus]] [[Bandwidth (computing)|bandwidth]] to support the required data rates and achieving the [[real-time computing]] performance required to prevent [[buffer underrun]]s and enable smooth streaming of the content. However, computer networks were still limited in the mid-1990s, and audio and video media were usually delivered over non-streaming channels, such as playback from a local [[hard disk drive]] or [[CD-ROM]]s on the end user's computer. Terminology in the 1970s was at best confusing for applications such as telemetered aircraft or missile test data. By then PCM [Pulse Code Modulation] was the dominant transmission type. This PCM transmission was bit-serial and not packetized so the 'streaming' terminology was often a confusion factor. In 1969 Grumman acquired one of the first telemetry ground stations [Automated Telemetry Station, 'ATS'] which had the capability for reconstructing serial telemetered data which had been recorded on digital computer peripheral tapes. Computer peripheral tapes were inherently recorded in blocks. Reconstruction was required for continuous display purposes without time-base distortion. The Navy implemented similar capability in DoD for the first time in 1973. These implementations are the only known examples of true 'streaming' in the sense of reconstructing distortion-free serial data from packetized or blocked recordings.<ref>IEEE Aero & AES Magazine, May 2022 ISSN 0885-8985, Vol 37, No.5 pp. 40</ref> 'Real-time' terminology has also been confusing in streaming context. The most accepted definition of 'real-time' requires that all associated processing or formatting of the data must take place prior to availability of the next sample of each measurement. In the 1970s the most powerful mainframe computers were not fast enough for this task at significant overall data rates in the range of 50,000 samples per second. For that reason both the Grumman ATS and the Navy Real-time Telemetry Processing System [RTPS] employed unique special purpose digital computers dedicated to real-time processing of raw data samples. In 1990, the first commercial [[Ethernet switch]] was introduced by [[Kalpana, Inc.|Kalpana]], which enabled the more powerful computer networks that led to the first streaming video solutions used by schools and corporations. Practical streaming media was only made possible with advances in [[data compression]] due to the impractically high bandwidth requirements of uncompressed media. Raw [[digital audio]] encoded with [[pulse-code modulation]] (PCM) requires a bandwidth of 1.4{{nbsp}}[[Mbit/s]] for uncompressed [[CD audio]], while raw [[digital video]] requires a bandwidth of 168{{nbsp}}Mbit/s for [[SD video]] and over 1000{{nbsp}}Mbit/s for [[FHD]] video.<ref>{{cite book |last1=Lee |first1=Jack |title=Scalable Continuous Media Streaming Systems: Architecture, Design, Analysis and Implementation |date=2005 |publisher=[[John Wiley & Sons]] |isbn=9780470857649 |page=25 |url=https://books.google.com/books?id=7fuvu52cyNEC&pg=PA25}}</ref>
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