Table of Contents

 
     
book cover
   
  Table of Contents
  Index
  Reviews
  Reader Reviews
  Errata
  Academic
Flash Communication Server
By Giacomo  Guilizzoni, Brian  Lesser, Joey  Lott, Robert  Reinhardt, Justin  Watkins
 
Publisher : O'Reilly
Pub Date : February 2005
ISBN : 0-596-00504-0
Pages : 854
   
Copyright
      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
        Section 1.1.   Clients and Servers
        Section 1.2.   Creating an Application
        Section 1.3.   Real-Time Messaging Protocol
        Section 1.4.   The Communication Classes
        Section 1.5.   Communicating with Application Servers, Databases, and Directory Servers
        Section 1.6.   Firewalls and Security
        Section 1.7.   Getting Started
        Section 1.8.   Hello Video!
        Section 1.9.   Conclusion
            Chapter 2.   Communication Components
        Section 2.1.   Overview of Communication Components
        Section 2.2.   Summary of Communication Components
        Section 2.3.   Creating an Application that Monitorsa Connection
        Section 2.4.   Building a Simple Chat Room
        Section 2.5.   Adding Audio and Video to the Chat Room
        Section 2.6.   Forgoing the SimpleConnect Component
        Section 2.7.   Conclusion
            Chapter 3.   Managing Connections
        Section 3.1.   Making a Connection
        Section 3.2.   Managing a Connection
        Section 3.3.   Reusing a NetConnection Object
        Section 3.4.   Multiple Simultaneous NetConnection Objects
        Section 3.5.   Testing and Debugging Network Connections
        Section 3.6.   Subclassing the NetConnection Class
        Section 3.7.   Communication Components Without SimpleConnect
        Section 3.8.   Conclusion
            Chapter 4.   Applications, Instances, and Server-Side ActionScript
        Section 4.1.   Scripting Application Instances
        Section 4.2.   Differences Between Flash ActionScript and Server-Side ActionScript
        Section 4.3.   The Life of an Application Instance
        Section 4.4.   Running a Simple Hello World Test Script
        Section 4.5.   A More Realistic Example
        Section 4.6.   Instance-to-Instance Communications
        Section 4.7.   Script Filenames and Locations in Detail
        Section 4.8.   Testing and Debugging Server-SideScript Files
        Section 4.9.   Designing Communication Applications
        Section 4.10.   Conclusion
      Part II:   Audio, Video, and Data Streams
            Chapter 5.   Managing Streams
        Section 5.1.   A Simple Publisher/Subscriber Example
        Section 5.2.   Stream Names
        Section 5.3.   Publishing Streams in Detail
        Section 5.4.   Playing Streams in Detail
        Section 5.5.   The Stream Class
        Section 5.6.   Publishing and Playing ActionScript Data
        Section 5.7.   Creating Synchronized Presentations
        Section 5.8.   The NetStream and Stream Information Objects
        Section 5.9.   Stream Enhancements and Limitations
        Section 5.10.   Conclusion
            Chapter 6.   Microphone and Camera
        Section 6.1.   Working with Microphone/Audio Input
        Section 6.2.   Working with Camera Input
        Section 6.3.   Building a Message-Taking Application
        Section 6.4.   Building a Surveillance Application
        Section 6.5.   Conclusion
            Chapter 7.   Media Preparation and Delivery
        Section 7.1.   Audio and Video Compression
        Section 7.2.   Converting Prerecorded Materialto FLV Format
        Section 7.3.   Using Flash Pro's Media Components
        Section 7.4.   Enabling Multiple Bit Rate FLVsWithin an Application
        Section 7.5.   Streaming MP3 Audio
        Section 7.6.   Conclusion
      Part III:   Remote Connectivity and Communication
            Chapter 8.   Shared Objects
        Section 8.1.   Objects and Shared Objects
        Section 8.2.   Getting a Shared Object in Flash
        Section 8.3.   Updates and Frame Rates
        Section 8.4.   Scripting Shared Objects on the Server
        Section 8.5.   Temporary and Persistent Shared Objects
        Section 8.6.   Proxied Shared Objects
        Section 8.7.   Shared Objects and Custom Classes
        Section 8.8.   Avoiding Collisions
        Section 8.9.   Optimizing Shared Object Performance
        Section 8.10.   Broadcasting Remote Method Callswith send( )
        Section 8.11.   A Simple Video and Text Chat Application
        Section 8.12.   Conclusion
            Chapter 9.   Remote Methods
        Section 9.1.   Why Use Calls?
        Section 9.2.   The send( ) and call( ) Methods
        Section 9.3.   Client-to-Server Calls
        Section 9.4.   Server-to-Client Calls
        Section 9.5.   Server-to-Server Calls
        Section 9.6.   A Simple Lobby/Rooms Application
        Section 9.7.   Debugging Calls
        Section 9.8.   Advanced Topics
        Section 9.9.   Conclusion
            Chapter 10.   Server Management API
        Section 10.1.   Connecting to the Admin Service
        Section 10.2.   Using the Server Management API
        Section 10.3.   Server Management API Uses
        Section 10.4.   Conclusion
            Chapter 11.   Flash Remoting
        Section 11.1.   The Remoting Gateway
        Section 11.2.   Remoting Basics
        Section 11.3.   Role of Remoting in FlashCom Applications
        Section 11.4.   Securing Access
        Section 11.5.   Conclusion
            Chapter 12.   ColdFusion MX and FlashCom
        Section 12.1.   Understanding ColdFusion MXand Flash Remoting
        Section 12.2.   Using Flash Remoting to Log Events
        Section 12.3.   Getting a List of Streams
        Section 12.4.   Using ColdFusion and FTP to Mirror Streams
        Section 12.5.   Conclusion
      Part IV:   Design and Deployment
            Chapter 13.   Building Communication Components
        Section 13.1.   Source Files
        Section 13.2.   People Lists
        Section 13.3.   A Simple People List
        Section 13.4.   Listenable Shared Objects
        Section 13.5.   Status and People List
        Section 13.6.   Text Chat
        Section 13.7.   Shared Text
        Section 13.8.   Video Conference and Video Window
        Section 13.9.   PeopleGrid
        Section 13.10.   Summary
        Section 13.11.   Conclusion
            Chapter 14.   Understanding the Macromedia Component Framework
        Section 14.1.   The Component Framework
        Section 14.2.   Under the Hood of the Chat Component
        Section 14.3.   Creating a Simple Component from Scratch: SharedTextInput
        Section 14.4.   Creating a Container Component: SharedAddressForm
        Section 14.5.   Creating an Authenticating Component
        Section 14.6.   Integrating Components with Your Existing Applications
        Section 14.7.   Understanding the Framework
        Section 14.8.   Conclusion
            Chapter 15.   Application Design Patterns and Best Practices
        Section 15.1.   Shared Object Management
        Section 15.2.   Moving Code to the Server
        Section 15.3.   Building Fa §ades on the Server
        Section 15.4.   Server-Side Client Queues
        Section 15.5.   A Framework for Recording and Playing Back Componentized Applications
        Section 15.6.   Components and Component Frameworks
        Section 15.7.   Conclusion
            Chapter 16.   Building Scalable Applications
        Section 16.1.   Coordinating Instances
        Section 16.2.   Scalability and Load Balancing
        Section 16.3.   Conclusion
            Chapter 17.   Network Performance, Latency,and Concurrency
        Section 17.1.   Latency
        Section 17.2.   Bandwidth
        Section 17.3.   Concurrency
        Section 17.4.   Conclusion
            Chapter 18.   Securing Applications
        Section 18.1.   The Three A's: Authentication, Authorization, and Accounting
        Section 18.2.   Authentication
        Section 18.3.   Authorization
        Section 18.4.   Accounting
        Section 18.5.   Suggestions and References
        Section 18.6.   Conclusion
      Index



Programming Flash Communication Server
Programming Flash Communication Server
ISBN: 0596005040
EAN: 2147483647
Year: 2003
Pages: 203

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