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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
SYMBOL
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D
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K
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T
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How to Use This Book

To get the most out of the book, you should have FlashCom Server 1.5.2 installed and running on your server (or a hosting company's server). The trial version is freely available from Macromedia's site. If you are using an older version, obtain and install the updater.

You also should have Flash MX 2004 or Flash MX Professional 2004 available for client-side development, although you can write server-side scripts in any text editor. Again, trial versions are freely available on Macromedia's site.

Depending on your application, it also is beneficial to have:

The book is divided into four parts:

Part I: FlashCom Foundation

The first four chapters of the book introduce the Flash Communication Server and the client-side components available to construct applications, such as a video chat. Chapter 3 and Chapter 4 go into detail about creating applications and connecting to them.


Chapter 1, Introducing the Flash Communication Server

Introduces the communication classes by using them to build a simple video conferencing application


Chapter 2, Communication Components

Shows how to assemble applications using Macromedia's communication components


Chapter 3, Managing Connections

Covers all aspects of establishing and managing client connection requests and the server response


Chapter 4, Applications, Instances, and Server-Side ActionScript

Covers server-side application development in detail

Part II: Audio, Video, and Data Streams

Chapter 5 through 7 focus on the media and data that can be transmitted to and from FlashCom applications and their clients.


Chapter 5, Managing Streams

Offers extensive details on publishing and playing live and recorded streams, including audio, video, and data


Chapter 6, Camera and Microphone

Provides detailed coverage of the Camera and Microphone classes for managing video and audio input


Chapter 7, Media Preparation and Delivery

Addresses issues revolving around audio and video preparation to ensure the best user experience

Part III: Remote Connectivity and Communication

Chapter 8 through Chapter 12 cover communication between FlashCom applications and their clients or communicating with other application servers using Flash Remoting.


Chapter 8, Shared Objects

Offers extensive details on communicating between clients and applications using temporary and persistent remote shared objects


Chapter 9, Remote Methods

Describes how to use the NetConnection and Client classes to implement remote method invocation


Chapter 10, Server Management API

Covers the powerful API available to monitor and control FlashCom Server operations


Chapter 11, Flash Remoting

Explains how to communicate with other applications, such as ColdFusion, to implement features not available to FlashCom directly


Chapter 12, ColdFusion MX and FlashCom

Builds on the previous chapter and gives practical examples of ColdFusion and FlashCom integration

Part IV: Design and Deployment

Chapter 13 through Chapter 18 cover building and extending components, application design, scalability, managing latency and bandwidth limitations, and creating secure applications.


Chapter 13, Building Communication Components

Introduces communication component development using the Flash UI components and client-side ActionScript 2.0


Chapter 14, Understanding the Macromedia Component Framework

Describes how to write components that work with Macromedia's communication component framework


Chapter 15, Application Design Patterns and Best Practices

Offers advice on application design, improving component performance, and best practices


Chapter 16, Building Scalable Applications

Looks at multi-instance applications and how components can support scalable designs


Chapter 17, Network Performance, Latency, Concurrency

Covers performance tuning to deal with latency and bandwidth limitations, plus addresses concurrency issues and solutions in a networked environment


Chapter 18, Securing Applications

Looks at integrating authentication and role-based authorization into components, including a ticketing mechanism

Although later chapters assume you have read and understood earlier material, you can jump around the book to suit your experience level and needs.

Read Chapter 10 and Chapter 18 before making your server publicly available on the Internet.