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.
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