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Programming Flash Communication Server: O'Reilly Ser.

Autor Robert Reinhardt, Branden Hall, Samuel Wan, Dave Yang
en Limba Engleză Paperback – 28 feb 2005

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.

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Specificații

ISBN-13: 9780596005047
ISBN-10: 0596005040
Pagini: 854
Dimensiuni: 182 x 234 x 41 mm
Greutate: 1.2 kg
Editura: O'Reilly
Seria O'Reilly Ser.

Locul publicării:United States

Notă biografică

Brian Lesser works at Ryerson University as Assistant Director, Application Development and Support in Ryerson's Computing and Communications Services.

Giacomo "Peldi" Guilizzoni is a software engineer working on Macromedia Breeze Live, possibly the most complex Rich Internet Application powered by Flash Communication Server ever built. He has been involved in the FlashCom community since the very beginning and to this day maintains the only FlashCom-centered blog on the Web at http: //wwwpeldi.com/blog.

Joey Lott is a founding partner of The Morphic Group, a Flex and Flash consulting company. At The Morphic Group Joey serves as a technology director, building some of today's most innovative Flex applications and advocating for the use and adoption of agile software development methodologies. He has written many books on Flex and Flash-related technologies, including Programming Flex 3, ActionScript 3 Cookbook, Adobe AIR in Action, and Advanced ActionScript 3 with Design Patterns.

Robert Reinhardt is the lead co-author of the Flash Bible series and the Flash MX ActionScript Bible (Wiley), as well as the lead co-author of Rich Media MX: Building Multi-User Systems with Macromedia MX Software (Macromedia Press).

Justin Watkins is the senior multimedia programmer for Career Education Group. Justin leads a team of Flash programmers and developers to produce synchronous and asynchronous applications that thousands of online students use daily. Justin is one of the lead developers on the open source PHP alternative for Flash Remoting. Justin has contributed articles to devmx (http: //www.devmx.com), a community-based Web site for Macromedia developers.


Cuprins

About the Authors; Brian Lesser; Giacomo "Peldi" Guilizzoni; Joey Lott; Robert Reinhardt; Justin Watkins; 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: FlashCom Foundation; Chapter 1: Introducing the Flash Communication Server; 1.1 Clients and Servers; 1.2 Creating an Application; 1.3 Real-Time Messaging Protocol; 1.4 The Communication Classes; 1.5 Communicating with Application Servers, Databases, and Directory Servers; 1.6 Firewalls and Security; 1.7 Getting Started; 1.8 Hello Video!; 1.9 Conclusion; Chapter 2: Communication Components; 2.1 Overview of Communication Components; 2.2 Summary of Communication Components; 2.3 Creating an Application that Monitorsa Connection; 2.4 Building a Simple Chat Room; 2.5 Adding Audio and Video to the Chat Room; 2.6 Forgoing the SimpleConnect Component; 2.7 Conclusion; Chapter 3: Managing Connections; 3.1 Making a Connection; 3.2 Managing a Connection; 3.3 Reusing a NetConnection Object; 3.4 Multiple Simultaneous NetConnection Objects; 3.5 Testing and Debugging Network Connections; 3.6 Subclassing the NetConnection Class; 3.7 Communication Components Without SimpleConnect; 3.8 Conclusion; Chapter 4: Applications, Instances, and Server-Side ActionScript; 4.1 Scripting Application Instances; 4.2 Differences Between Flash ActionScript and Server-Side ActionScript; 4.3 The Life of an Application Instance; 4.4 Running a Simple Hello World Test Script; 4.5 A More Realistic Example; 4.6 Instance-to-Instance Communications; 4.7 Script Filenames and Locations in Detail; 4.8 Testing and Debugging Server-SideScript Files; 4.9 Designing Communication Applications; 4.10 Conclusion; Part II: Audio, Video, and Data Streams; Chapter 5: Managing Streams; 5.1 A Simple Publisher/Subscriber Example; 5.2 Stream Names; 5.3 Publishing Streams in Detail; 5.4 Playing Streams in Detail; 5.5 The Stream Class; 5.6 Publishing and Playing ActionScript Data; 5.7 Creating Synchronized Presentations; 5.8 The NetStream and Stream Information Objects; 5.9 Stream Enhancements and Limitations; 5.10 Conclusion; Chapter 6: Microphone and Camera; 6.1 Working with Microphone/Audio Input; 6.2 Working with Camera Input; 6.3 Building a Message-Taking Application; 6.4 Building a Surveillance Application; 6.5 Conclusion; Chapter 7: Media Preparation and Delivery; 7.1 Audio and Video Compression; 7.2 Converting Prerecorded Materialto FLV Format; 7.3 Using Flash Pro's Media Components; 7.4 Enabling Multiple Bit Rate FLVsWithin an Application; 7.5 Streaming MP3 Audio; 7.6 Conclusion; Part III: Remote Connectivity and Communication; Chapter 8: Shared Objects; 8.1 Objects and Shared Objects; 8.2 Getting a Shared Object in Flash; 8.3 Updates and Frame Rates; 8.4 Scripting Shared Objects on the Server; 8.5 Temporary and Persistent Shared Objects; 8.6 Proxied Shared Objects; 8.7 Shared Objects and Custom Classes; 8.8 Avoiding Collisions; 8.9 Optimizing Shared Object Performance; 8.10 Broadcasting Remote Method Callswith send( ); 8.11 A Simple Video and Text Chat Application; 8.12 Conclusion; Chapter 9: Remote Methods; 9.1 Why Use Calls?; 9.2 The send( ) and call( ) Methods; 9.3 Client-to-Server Calls; 9.4 Server-to-Client Calls; 9.5 Server-to-Server Calls; 9.6 A Simple Lobby/Rooms Application; 9.7 Debugging Calls; 9.8 Advanced Topics; 9.9 Conclusion; Chapter 10: Server Management API; 10.1 Connecting to the Admin Service; 10.2 Using the Server Management API; 10.3 Server Management API Uses; 10.4 Conclusion; Chapter 11: Flash Remoting; 11.1 The Remoting Gateway; 11.2 Remoting Basics; 11.3 Role of Remoting in FlashCom Applications; 11.4 Securing Access; 11.5 Conclusion; Chapter 12: ColdFusion MX and FlashCom; 12.1 Understanding ColdFusion MXand Flash Remoting; 12.2 Using Flash Remoting to Log Events; 12.3 Getting a List of Streams; 12.4 Using ColdFusion and FTP to Mirror Streams; 12.5 Conclusion; Part IV: Design and Deployment; Chapter 13: Building Communication Components; 13.1 Source Files; 13.2 People Lists; 13.3 A Simple People List; 13.4 Listenable Shared Objects; 13.5 Status and People List; 13.6 Text Chat; 13.7 Shared Text; 13.8 Video Conference and Video Window; 13.9 PeopleGrid; 13.10 Summary; 13.11 Conclusion; Chapter 14: Understanding the Macromedia Component Framework; 14.1 The Component Framework; 14.2 Under the Hood of the Chat Component; 14.3 Creating a Simple Component from Scratch: SharedTextInput; 14.4 Creating a Container Component: SharedAddressForm; 14.5 Creating an Authenticating Component; 14.6 Integrating Components with Your Existing Applications; 14.7 Understanding the Framework; 14.8 Conclusion; Chapter 15: Application Design Patterns and Best Practices; 15.1 Shared Object Management; 15.2 Moving Code to the Server; 15.3 Building Façades on the Server; 15.4 Server-Side Client Queues; 15.5 A Framework for Recording and Playing Back Componentized Applications; 15.6 Components and Component Frameworks; 15.7 Conclusion; Chapter 16: Building Scalable Applications; 16.1 Coordinating Instances; 16.2 Scalability and Load Balancing; 16.3 Conclusion; Chapter 17: Network Performance, Latency,and Concurrency; 17.1 Latency; 17.2 Bandwidth; 17.3 Concurrency; 17.4 Conclusion; Chapter 18: Securing Applications; 18.1 The Three A's: Authentication, Authorization, and Accounting; 18.2 Authentication; 18.3 Authorization; 18.4 Accounting; 18.5 Suggestions and References; 18.6 Conclusion;

Descriere

'Flash Communication Server MX (FCS)' provides web developers with the means to add rich, interactive audio and video features to their sites. 'Programming Flash Communication Server' explains how FCS can facilitate video on demand, live webcasts, video chat and messaging, real-time collaboration, and much more.