Programming Flash Communication Server : Building Real-Time Video, Audio and Data Applications with Flash
Programming Flash Communication Server : Building Real-Time Video, Audio and Data Applications with Flash
Click to enlarge
Author(s): Guilizzoni, Giacomo
Lesser, Brian
Lott, Joey
Reinhardt, Robert
ISBN No.: 9780596005047
Pages: 854
Year: 200503
Format: Trade Paper
Price: $ 71.29
Dispatch delay: Dispatched between 7 to 15 days
Status: Available

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;.


To be able to view the table of contents for this publication then please subscribe by clicking the button below...
To be able to view the full description for this publication then please subscribe by clicking the button below...