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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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Book Cover
  
• Table of Contents
• Index
• Reviews
• Reader Reviews
• Errata
• Academic
Flash Communication Server
By Giacomo Guilizzoni, Brian Lesser, Joey Lott, Robert Reinhardt, Justin Watkins
 
Publisher: O'Reilly
Pub Date: February 2005
ISBN: 0-596-00504-0
Pages: 854
   


   Copyright
   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
      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