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KLV
KLV (Key-Length-Value) is a data encoding standard, often used to embed information in video feeds. The standard uses a type–length–value encoding scheme. Items are encoded into Key-Length-Value triplets, where key identifies the data, length specifies the data's length, and value is the data itself. It is defined in SMPTE 336M-2007 (Data Encoding Protocol Using Key-Length Value), approved by the Society of Motion Picture and Television Engineers. Due to KLV's large degree of interoperability, it has also been adopted by the Motion Imagery Standards Board. Byte packing In a binary stream of data, a KLV set is broken down in the following fashion, with all integer-interpretation being big endian: Key field The first few bytes are the Key, much like a key in a standard hash table data structure. Keys can be 1, 2, 4, or 16 bytes in length. Presumably in a separate specification document you would agree on a key length for a given application. Sixteen byte keys are usually r ...
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Type–length–value
Within communication protocols, TLV (type-length-value or tag-length-value) is an encoding scheme used for informational elements. A TLV-encoded data stream contains code related to the record type, the record value's length, and finally the value itself. Details The type and length are fixed in size (typically 1–4 bytes), and the value field is of variable size. These fields are used as follows: ; Type: A binary code, often simply alphanumeric, which indicates the kind of field that this part of the message represents; ; Length: The size of the value field (typically in bytes); ; Value: Variable-sized series of bytes which contains data for this part of the message. Some advantages of using a TLV representation data system solution are: * TLV sequences are easily searched using generalized parsing functions; * New message elements which are received at an older node can be safely skipped and the rest of the message can be parsed. This is similar to the way that unknown XML ...
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Society Of Motion Picture And Television Engineers
The Society of Motion Picture and Television Engineers (SMPTE) (, rarely ), founded by Charles Francis Jenkins in 1916 as the Society of Motion Picture Engineers or SMPE, is a global professional association of engineers, technologists, and executives working in the media and entertainment industry. As an internationally recognized standards organization, SMPTE has published more than 800 technical standards and related documents for broadcast, filmmaking, digital cinema, audio recording, information technology (IT), and medical imaging. SMPTE also publishes the ''SMPTE Motion Imaging Journal'', provides networking opportunities for its members, produces academic conferences and exhibitions, and performs other industry-related functions. SMPTE membership is open to any individual or organization with an interest in the subject matter. In the US, SMPTE is a 501(c)(3) organization, 501(c)3 non-profit charitable organization. History An informal organizational meeting was hel ...
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picture info

Motion Imagery Standards Board
In physics, motion is when an object changes its position with respect to a reference point in a given time. Motion is mathematically described in terms of displacement, distance, velocity, acceleration, speed, and frame of reference to an observer, measuring the change in position of the body relative to that frame with a change in time. The branch of physics describing the motion of objects without reference to their cause is called ''kinematics'', while the branch studying forces and their effect on motion is called '' dynamics''. If an object is not in motion relative to a given frame of reference, it is said to be ''at rest'', ''motionless'', ''immobile'', '' stationary'', or to have a constant or time-invariant position with reference to its surroundings. Modern physics holds that, as there is no absolute frame of reference, Isaac Newton's concept of ''absolute motion'' cannot be determined. Everything in the universe can be considered to be in motion. Motion applies to var ...
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Big Endian
'' Jonathan_Swift.html" ;"title="Gulliver's Travels'' by Jonathan Swift">Gulliver's Travels'' by Jonathan Swift, the novel from which the term was coined In computing, endianness is the order in which bytes within a word (data type), word of digital data are transmitted over a data communication medium or Memory_address, addressed (by rising addresses) in computer memory, counting only byte significance compared to earliness. Endianness is primarily expressed as big-endian (BE) or little-endian (LE), terms introduced by Danny Cohen into computer science for data ordering in an Internet Experiment Note published in 1980. Also published at The adjective ''endian'' has its origin in the writings of 18th century Anglo-Irish writer Jonathan Swift. In the 1726 novel ''Gulliver's Travels'', he portrays the conflict between sects of Lilliputians divided into those breaking the shell of a boiled egg from the big end or from the little end. By analogy, a CPU may read a digital word big ...
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Basic Encoding Rules
X.690 is an ITU-T standard specifying several Abstract Syntax Notation One, ASN.1 encoding formats: * #BER encoding, Basic Encoding Rules (BER) * #CER encoding, Canonical Encoding Rules (CER) * #DER encoding, Distinguished Encoding Rules (DER) The Basic Encoding Rules (BER) were the original rules laid out by the ASN.1 standard for encoding data into a binary format. The rules, collectively referred to as a ''transfer syntax'' in ASN.1 parlance, specify the exact Octet (computing), octets (8-bit bytes) used to encode data. X.680 defines a syntax for declaring data types, for example: booleans, numbers, strings, and compound structures. Each type definition also includes an identifying number. X.680 defines several ''primitive'' data types, for example: BooleanType, IntegerType, OctetStringType. (ASN.1 also provides for ''constructed'' types built from other types.) Types are associated with a ''class''. For example, the primitive types are part of the ''universal'' class. ...
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Encodings
In communications and information processing, code is a system of rules to convert information—such as a letter, word, sound, image, or gesture—into another form, sometimes shortened or secret, for communication through a communication channel or storage in a storage medium. An early example is an invention of language, which enabled a person, through speech, to communicate what they thought, saw, heard, or felt to others. But speech limits the range of communication to the distance a voice can carry and limits the audience to those present when the speech is uttered. The invention of writing, which converted spoken language into visual symbols, extended the range of communication across space and time. The process of encoding converts information from a source into symbols for communication or storage. Decoding is the reverse process, converting code symbols back into a form that the recipient understands, such as English, Spanish, etc. One reason for coding is to e ...
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