With the advent of Flash Communication Server MX (FCS), Macromedia believes that it's on the edge of a breakthrough in how people think about the Internet. FCS has been designed to provide web developers with the means to add polished interactive audio and video features to their sites, the sort of features that users have come to expect.Naturally, the process of efficiently integrating rich media into applications, web sites, and web content is a complex one, to say the least. That's where Programming Flash Communication Server factors in. As the foremost reference on FCS, it helps readers…mehr
With the advent of Flash Communication Server MX (FCS), Macromedia believes that it's on the edge of a breakthrough in how people think about the Internet. FCS has been designed to provide web developers with the means to add polished interactive audio and video features to their sites, the sort of features that users have come to expect.Naturally, the process of efficiently integrating rich media into applications, web sites, and web content is a complex one, to say the least. That's where Programming Flash Communication Server factors in. As the foremost reference on FCS, it helps readers understand how FCS can facilitate: Video on demand Live webcasts Video chat and messaging Shared desktop conferences Live auctions Interactive whiteboard presentations Workflow collaboration Multi-user gamesProgramming Flash Communication Server not only explains how to use the pre-built FCS components to construct a simple application,it also explains the architecture so that developers can program custom components to make even more advanced applications. In addition, the book explains how to truly optimize performance, and talks about considerations for networked applications as well as the media issues pertaining to FCS.Programming Flash Communication Server gives developers a sorely needed leg up on this potentially intimidating technology. It lets users develop cool web applications ranging from direct dating experiences with real-time video, to pre-recorded corporate presentations, to news services with video and audio, and much more.At last, the ability to build web sites with rich interactive features--minus the complex downloads and installation hassles--is a reality. And now, with Programming Flash Communication Server from O'Reilly by your side, you can do more quickly and easily than you ever dreamed possible.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Brian Lesser works at Ryerson University as Assistant Director, Application Development and Support in Ryerson's Computing and Communications Services. Giacomo "Peldi" Guilizzoni is a software engineer working on Macromedia Breeze Live, possibly the most complex Rich Internet Application powered by Flash Communication Server ever built. He has been involved in the FlashCom community since the very beginning and to this day maintains the only FlashCom-centered blog on the Web at http://wwwpeldi.com/blog. Joey Lott is a founding partner of The Morphic Group, a Flex and Flash consulting company. At The Morphic Group Joey serves as a technology director, building some of today's most innovative Flex applications and advocating for the use and adoption of agile software development methodologies. He has written many books on Flex and Flash-related technologies, including Programming Flex 3, ActionScript 3 Cookbook, Adobe AIR in Action, and Advanced ActionScript 3 with Design Patterns. Robert Reinhardt is the lead co-author of the Flash Bible series and the Flash MX ActionScript Bible (Wiley), as well as the lead co-author of Rich Media MX: Building Multi-User Systems with Macromedia MX Software (Macromedia Press). Justin Watkins is the senior multimedia programmer for Career Education Group. Justin leads a team of Flash programmers and developers to produce synchronous and asynchronous applications that thousands of online students use daily. Justin is one of the lead developers on the open source PHP alternative for Flash Remoting. Justin has contributed articles to devmx (http://www.devmx.com), a community-based Web site for Macromedia developers.
Inhaltsangabe
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
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
Rezensionen
"Die Anzahl an Publikationen zum Thema Flash Communication Server (FCS) kann man bis dato an einer Hand abzählen. Umso erfreulicher ist es, dass O'Reilly ein 800 Seiten starkes Werk mit dem Titel Programming Flash Communication Server veröffentlicht hat. [...]Diese Publikation ist perfekt strukturiert, behandelt alle relevanten Themen und bietet eine gut balancierte Lernkurve. Das Buch ist eine Pflichtlektüre für all diejenigen, die mehr zum Thema FCS erfahren möchten." - MX Magazin, 09/2005
Es gelten unsere Allgemeinen Geschäftsbedingungen: www.buecher.de/agb
Impressum
www.buecher.de ist ein Internetauftritt der buecher.de internetstores GmbH
Geschäftsführung: Monica Sawhney | Roland Kölbl | Günter Hilger
Sitz der Gesellschaft: Batheyer Straße 115 - 117, 58099 Hagen
Postanschrift: Bürgermeister-Wegele-Str. 12, 86167 Augsburg
Amtsgericht Hagen HRB 13257
Steuernummer: 321/neu