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Flash Communication Server
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 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 Façades 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
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What Does FlashCom Offer?

FlashCom is a real-time communication server. It provides an extensible and customizable platform for developing real-time, media-rich, web-based communication applications. As described in the Foreword, FlashCom takes care of the plumbing required to create networked applications, allowing you to focus on your unique application rather than write code to support network protocols.

A Flash movie running in Flash Player 6 or later can connect to a FlashCom Server and through it exchange audio, video, and ActionScript data with other Flash movies. Creating communication applications involves scripting using ActionScript on the client side and its close relative, Server-Side ActionScript, on the server side. Macromedia provides ActionScript classes that make managing real-time multiuser communications much simpler than in other platforms. The NetConnection class used to connect a Flash movie to the server, and the NetStream class used to stream audio, video, and data between them are just two examples.

FlashCom Server runs on Windows or Linux, but the Flash client runs on multiple platforms, including Windows and Macintosh. Authoring is often performed in Flash MX 2004 or Flash MX Professional 2004 on Windows or Macintosh. Macromedia also provides higher-level communication components that can be used with a minimum of coding to create a variety of basic applications. Examples include the PeopleList component that shows who is online and the Chat, WhiteBoard, and VideoConference components. It is a remarkable experience to create a communication application by simply dragging some of these components onto Flash's Stage, creating a directory and a little code on the server, and then participate in a video conference complete with text chat, whiteboard, and people list. Applications created this way are not really completefor example, they are usually single room applications with minimal securitybut communication components are powerful tools that make developing even full-fledged applications much easier. Macromedia also provides administrative tools to manage, monitor, and log server activity.

What does FlashCom Server offer that you can't get with the Flash client alone? FlashCom's features include:

  • Streaming video if the user has Flash Player 6 or higher

  • Real-time video, audio, text, and data exchange

  • Uploading of video and audio from the user's Camera and Microphone objects

So how do you know if you need FlashCom?

If you want to stream live video to the Flash Player, you need FlashCom. If you just want to play back a recorded stream, you can do so without FlashCom, but performance might suffer.

For many more details on other advantages of FlashCom, see "Streaming Video with FlashCom" later in this Preface.

Also refer to the comparison that Macromedia provides at:

http://www.macromedia.com/devnet/mx/flash/articles/video_primer_03.html

The Flash Communication Server is also evolving. The first release was quickly followed with the version 1.5 release that runs on Linux or Windows and included new features such as HTTP tunneling and MP3 support. Since then, two updaters have been released that went beyond fixing bugs by extending features or improving performance. The most recent release is FlashCom Version 1.5.2 and is covered in this book. Regardless of future updates to the software, this book provides a rich understanding of FlashCom development. The foundation it provides will help you to design and build whatever types of applications you decide to create.

For a sneak peek at the next version of FlashCom, see:

http://www.peldi.com/blog/archives/2004/11/recording_of_th.html

An extensive review of the proposed feature set for FlashCom 2.0 can be found at:

http://flash-communications.net/news/max2004SneakPeek/

Robert Reinhardt also wrote a critique of FlashCom 2.0's proposed feature set at:

http://www.communitymx.com/abstract.cfm?cid=0F44C