jpeg2000 steaming over lan

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Tacio
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Joined: 22 Sep 2008 11:41

jpeg2000 steaming over lan

Postby Tacio » 26 May 2009 11:36

Some Analog Devices equipment process video data and output it as jpeg2000 pictures. My task is stream this pictures over network with connectionless UDP, like it realized in VLC for video stream (udp streaming). In receiver side I need assemble this pictures and output it on the screen with, for example, 25 pictures in second (like movie).
Used language - C#, IDE - VC2008SP1.
So I have 2 questions:
1. From server side perspective how I can track desired transfer speed of packets? Now I do this with Thread.Sleep between packets, but I think it's may be wrong...
2. From client side perspective I get some problems - about 20% of UDP packets received lost so pictures not decodable. In client side I use async udp:

Code: Select all

public void client_start() { try { _client = new UdpClient(_rcv_endp); _client.BeginReceive(ReceiveCallback, null); } catch (Exception e) { MessageBox.Show(e.Message); } } private void ReceiveCallback(IAsyncResult ar) { try { _client.BeginReceive(ReceiveCallback, null); Byte[] receiveBytes = _client.EndReceive(ar, ref _rcv_endp); if (_stream.Length == 0) { if (Encoding.ASCII.GetString(receiveBytes, 5, 3) == "NEW") _stream.Write(receiveBytes, _header_length, receiveBytes.Length - _header_length); } else { if (Encoding.ASCII.GetString(receiveBytes, 5, 3) == "NEW") { OnCompleted(_stream); _stream.SetLength(0); _stream.Position = 0; } _stream.Write(receiveBytes, _header_length, receiveBytes.Length - _header_length); } } catch (Exception e) { MessageBox.Show(e.Message); } }
"NEW" is point that it's first packet of new picture
OnCompleted(_stream) - event delegate, after it picture decoded and output to the stream.

In 100mbit ethernet direct network only with Thread.Sleep(20) and more packets not lose, but it's not desired 25 fps... May be you have advice for me?
Thanks and sorry for my eng :)

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