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Programming Flash Communication Server
Programming Flash Communication Server
ISBN: 0596005040
EAN: 2147483647
Year: 2003
Pages: 203
Authors:
Brian Lesser
,
Giacomo Guilizzoni
,
Robert Reinhardt
,
Joey Lott
,
Justin Watkins
BUY ON AMAZON
Flash Communication Server
Table of Contents
Copyright
About the Authors
Brian Lesser
Giacomo
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 PublisherSubscriber 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 MicrophoneAudio 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 LobbyRooms 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 Faades 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
SYMBOL
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
R
S
T
U
V
W
Programming Flash Communication Server
ISBN: 0596005040
EAN: 2147483647
Year: 2003
Pages: 203
Authors:
Brian Lesser
,
Giacomo Guilizzoni
,
Robert Reinhardt
,
Joey Lott
,
Justin Watkins
BUY ON AMAZON
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Customizing Qt Widgets
Layout Management
Communicating with the GUI Thread
Competency-Based Human Resource Management
An Overview of Competency-Based HR Management Practices
Competency-Based HR Planning
Competency-Based Employee Recruitment and Selection
Competency-Based Employee Development
Appendix C Examples of Life-Career Assessment Exercises
Ruby Cookbook (Cookbooks (OReilly))
Date and Time
Listing an Objects Methods
Converting One Image Format to Another
Generating and Parsing Excel Spreadsheets
Sharing a Hash Between Any Number of Computers
After Effects and Photoshop: Animation and Production Effects for DV and Film, Second Edition
Matte and Keying Plug-ins
Static Matte Painting in Photoshop
Motion Matte Painting in Photoshop
Scale and Speed
Appendix Adobe Photoshop and After Effects Resources
VBScript in a Nutshell, 2nd Edition
VBScript Data Types: The Many Faces of the Variant
Program Flow
Section A.6. Date and Time
Section A.8. Error Handling
Section A.9. File System Objects
Microsoft Visual Basic .NET Programmers Cookbook (Pro-Developer)
Arrays and Collections
Network Programming
Printing and Drawing with GDI+
ASP.NET Web Applications
Web Services
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