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Programming Flash Communication Server [Paperback]

Brian Lesser , Giacomo Guilizzoni , Joey Lott , Robert Reinhardt , Justin Watkins
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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 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
  • 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

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