Book description
With the advent of Flash Communication Server MX (FCS), Macromedia believes that it's on the edge of a breakthrough in how people think about the Internet. FCS has been designed to provide web developers with the means to add polished interactive audio and video features to their sites, the sort of features that users have come to expect. Naturally, the process of efficiently integrating rich media into applications, web sites, and web content is a complex one, to say the least. That's where Programming Flash Communication Server factors in. As the foremost reference on FCS, it helps readers understand how FCS can facilitate:
Video on demand
Live webcasts
Video chat and messaging
Shared desktop conferences
Live auctions
Interactive whiteboard presentations
Workflow collaboration
Multi-user games
Programming Flash Communication Server not only explains how to use the pre-built FCS components to construct a simple application, it also explains the architecture so that developers can program custom components to make even more advanced applications. In addition, the book explains how to truly optimize performance, and talks about considerations for networked applications as well as the media issues pertaining to FCS. Programming Flash Communication Server gives developers a sorely needed leg up on this potentially intimidating technology. It lets users develop cool web applications ranging from direct dating experiences with real-time video, to pre-recorded corporate presentations, to news services with video and audio, and much more. At last, the ability to build web sites with rich interactive features--minus the complex downloads and installation hassles--is a reality. And now, with Programming Flash Communication Server from O'Reilly by your side, you can do more quickly and easily than you ever dreamed possible.
Publisher resources
Table of contents
- Table of Contents (1/2)
- Table of Contents (2/2)
- Foreword
-
Preface
- What Does FlashCom Offer?
- What’s in This Book?
- How to Use This Book
- Audience
- ActionScript 1.0 Versus ActionScript 2.0
- Server-Side ActionScript
- The flash-communications.net Site
- Director, Breeze, and Other Options
- Flash Video Options
- Licensing and Hosting Options
- Conventions Used in This Book
- Voice
- Using Code Examples
- Safari Enabled
- Comments and Questions
- Acknowledgments
- Part I
- Introducing the Flash Communication Server
-
Communication Components
- Overview of Communication Components
- Summary of Communication Components
- Creating an Application that Monitors a Connection
- Building a Simple Chat Room
- Adding Audio and Video to the Chat Room
- Forgoing the SimpleConnect Component
- Conclusion
-
Managing Connections
- Making a Connection
- Managing a Connection
- Reusing a NetConnection Object
- Multiple Simultaneous NetConnection Objects
- Testing and Debugging Network Connections
- Subclassing the NetConnection Class (1/2)
- Subclassing the NetConnection Class (2/2)
- Communication Components Without SimpleConnect
- Conclusion
-
Applications, Instances, and Server-Side ActionScript
- Scripting Application Instances
- Differences Between Flash ActionScript and Server-Side ActionScript
- The Life of an Application Instance
- Running a Simple Hello World Test Script
- A More Realistic Example
- Instance-to-Instance Communications
- Script Filenames and Locations in Detail
- Testing and Debugging Server-Side Script Files
- Designing Communication Applications
- Conclusion
- Part II
-
Managing Streams
- A Simple Publisher/Subscriber Example
- Stream Names
- Publishing Streams in Detail
-
Playing Streams in Detail
- Playing Live or Recorded Streams
- Stream Time
- Playback Events
- Playing MP3 Files
- Uploading Prerecorded Streams
- Buffering When Subscribing
- Detecting the End of the Stream
- Seeking Within a Stream
- Pausing and Unpausing a Stream
- Putting the User in Control (1/2)
- Putting the User in Control (2/2)
- Managing Bandwidth
- The Stream Class
- Publishing and Playing ActionScript Data
- Creating Synchronized Presentations
- The NetStream and Stream Information Objects
- Stream Enhancements and Limitations
- Conclusion
- Microphone and Camera
- Media Preparation and Delivery
- Part III
-
Shared Objects
- Objects and Shared Objects
- Getting a Shared Object in Flash
- Updates and Frame Rates
- Scripting Shared Objects on the Server
- Temporary and Persistent Shared Objects
- Proxied Shared Objects
- Shared Objects and Custom Classes
- Avoiding Collisions
- Optimizing Shared Object Performance
- Broadcasting Remote Method Calls with send( )
- A Simple Video and Text Chat Application
- Conclusion
-
Remote Methods
- Why Use Calls?
- The send( ) and call( ) Methods
- Client-to-Server Calls
- Server-to-Client Calls
- Server-to-Server Calls
- A Simple Lobby/Rooms Application
- Debugging Calls
-
Advanced Topics
- Passing Variable Numbers of Arguments
- Making Calls Without Waiting for connect( )
- Reusing Result Objects
- Calling obj1/obj2/method and obj1.obj2.method
- Routing Remote Calls Through a Common Function
- Using a Façade Method on the Server-Side
- __resolve( ) and apply( )
- Using call( ) and send( ) together
- Using application.registerProxy( )
- Passing Objects as Parameters
- Conclusion
- Server Management API
- Flash Remoting
- ColdFusion MX and FlashCom
- Part IV
- Building Communication Components
-
Understanding the Macromedia Component Framework
- The Component Framework
- Under the Hood of the Chat Component
- Creating a Simple Component from Scratch: SharedTextInput
- Creating a Container Component: SharedAddressForm
- Creating an Authenticating Component
- Integrating Components with Your Existing Applications
- Understanding the Framework
- Conclusion
-
Application Design Patterns and Best Practices
- Shared Object Management
- Moving Code to the Server
- Building Façades on the Server
- Server-Side Client Queues
- A Framework for Recording and Playing Back Componentized Applications
- Components and Component Frameworks
- Conclusion
- Building Scalable Applications
- Network Performance, Latency, and Concurrency
-
Securing Applications
- The Three A’s: Authentication, Authorization, and Accounting
-
Authentication
- Network or Packet Sniffing
- One-Time Ticket Systems (1/4)
- One-Time Ticket Systems (2/4)
- One-Time Ticket Systems (3/4)
- One-Time Ticket Systems (4/4)
- One-Time Hash Systems (1/2)
- One-Time Hash Systems (2/2)
- Single Sign-On
- Checking Connection Information (1/2)
- Checking Connection Information (2/2)
- Some Warnings and Caveats
- Authorization
- Accounting
- Suggestions and References
- Conclusion
- About the Authors
- Index (1/5)
- Index (2/5)
- Index (3/5)
- Index (4/5)
- Index (5/5)
Product information
- Title: Programming Flash Communication Server
- Author(s):
- Release date: February 2005
- Publisher(s): O'Reilly Media, Inc.
- ISBN: 9780596005047
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