Buffering is used in the processing of information or media whereby a certain amount of data is fed into a player (such as the RealPlayer, QuickTime) to allow it to begin playing before fully downloading the file.
A process used as a part of streaming media technologies whereby a certain amount of data is fed into the player (such as the RealPlayer) to allow it to begin playing before fully downloading the file.
The process of storing up a small amount of data in advance of playback so as to ensure constant playback and the integrity of a stream. This compensates for fluctuations in the available bandwidth on a given connection.
when a streaming media player saves portions of a streaming media file until there is enough information for the stream to begin playing.
If content cannot be streamed in real time, a distributor often sends part of the content into the buffer of a user's PC, before the video can be played. The user must wait during this time (sometimes, this is called pre-loading).
Buffering is the process of a client putting a certain amount of a stream into memory before starting playback out of the buffer. The purpose is to help if the bandwidth between the client and server is not stable.
Buffering is where a stream of data begins before the media file actually plays. This data goes to local storage so that the incoming data always stays ahead of the actual data being viewed.
Receiving and storing data before playing it back. The initial buffering time is called preroll. After preroll, excessive buffering may stall the presentation.
The receiving and storing of data before it is played back. A clip's initial buffering is called preroll. After this preroll, excessive buffering may stall the presentation.
The method for compiling enough data to begin streaming over the Internet. Bandwidth and Internet traffic determine the length of buffering time.
this term describes the initial time you wait, and any interruption to a streamed video. During the buffering period, the server is sending you just enough information to be able to start playing, or restart the video you're viewing.
The process by which streaming audio and video saves data in advance of playing it. Programs such as RealPlayer or Windows Media Player will download a part of the video or audio stream before starting to play, then continue the downloading as the stream plays. If the playing catches up to the end of the buffer, the stream will pause while further buffering occurs.
Describes a situation which occurs when a streaming media player is saving portions of a streaming media file to local storage for playback. Most streaming media players buffer a small percentage of a streaming media presentation before beginning to play it. Buffering also may occur in the middle of a presentation, when available bandwidth does not match the presentation's required bandwidth.
Similar to caching, buffering is the process by which streaming media that is entering the user's computer at a faster rate than can be played, is saved as memory without backing up or overloading the Player.
A delay at the beginning of a streaming media presentation to make sure enough data is available to get the best playback quality at a given bit rate.
Buffering is the process through which the sending of a certain amount of information (file) is partially downloaded and stored in a buffer before the media begins to play. This process continues as more information is streamed to the Windows Media Player. This process protects against the break-up of the data flow.