Auto boutiques-francophones Simple and secure cloud storage Personal Care Cook Music Deals Store Fall Tools

Vous voulez voir cette page en français ? Cliquez ici.

Sign in to turn on 1-Click ordering.
More Buying Choices
Have one to sell? Sell yours here
Tell the Publisher!
I'd like to read this book on Kindle

Don't have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.

Programming Flash Communication Server [Paperback]

Brian Lesser , Giacomo Guilizzoni , Joey Lott , Robert Reinhardt , Justin Watkins
2.0 out of 5 stars  See all reviews (1 customer review)
Price: CDN$ 65.56 & FREE Shipping. Details
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
Usually ships within 2 to 4 weeks.
Ships from and sold by Gift-wrap available.
‹  Return to Product Overview

Table of Contents

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 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
  • Foreword
  • Preface
  • Part I: FlashCom Foundation
    • Chapter 1: Introducing the Flash Communication Server
    • Chapter 2: Communication Components
    • Chapter 3: Managing Connections
    • Chapter 4: Applications, Instances, and Server-Side ActionScript
  • Part II: Audio, Video, and Data Streams
    • Chapter 5: Managing Streams
    • Chapter 6: Microphone and Camera
    • Chapter 7: Media Preparation and Delivery
  • Part III: Remote Connectivity and Communication
    • Chapter 8: Shared Objects
    • Chapter 9: Remote Methods
    • Chapter 10: Server Management API
    • Chapter 11: Flash Remoting
    • Chapter 12: ColdFusion MX and FlashCom
  • Part IV: Design and Deployment
    • Chapter 13: Building Communication Components
    • Chapter 14: Understanding the Macromedia Component Framework
    • Chapter 15: Application Design Patterns and Best Practices
    • Chapter 16: Building Scalable Applications
    • Chapter 17: Network Performance, Latency,and Concurrency
    • Chapter 18: Securing Applications

‹  Return to Product Overview