Programming Flash Communication Server
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이 책이 속한 분야
- 서양도서 > 과학/기술 > 교양과학
- 서양도서 > 과학/기술 > 컴퓨터 > 컴퓨터일반
- 서양도서 > 과학/기술 > 컴퓨터 > 네트워크
- 서양도서 > 과학/기술 > 컴퓨터 > 그래픽/일러스트
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 the author of ActionScript Cookbook (O'Reilly), Learning ActionScript 2.0 in Flash MX 2004 (Lynda.com/Pearson), Complete Flash Remoting MX (Wiley), and is co-author of Flash MX 2004 ActionScript Bible (Wiley). Joey spends much of his time writing, and doing consulting and project development on his own, as well as interfacing with the flash development community (Macromedia, other experts, fans and users, media, interested corporate clients, and friends). You can learn more about Joey and follow his contributions to the Flash community by checking out his wsebsite and his blog: http://www.person13.com/
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.
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 games "Programming 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 andinstallation 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.
Our practical reference to Microsoft's newest server offers concise on-the-job Macromedia's new real-time media server, Flash Communication Server MX (FCS), allows developers to integrate audio and video applications directly into media- rich web sites using a Flash front end. Features include chat, video messaging, shared desktop conferences, live auctions, interactive whiteboard presentations, workflow collaboration, and multi-user games. Learn to use the pre- built FCS components to construct a simple application, but it also explains the architecture so that developers can program custom components to make applications that are even more complex. The book also explains how to optimize performance, and talks about considerations for networked applications (latency, synchronization, etc.), and the media issues (video, audio, etc.) pertaining to FCS.
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 Serverfactors 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 games Programming Flash Communication Servernot 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 Servergives 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 Serverfrom O'Reilly by your side, you can do more quickly and easily than you ever dreamed possible.
Foreword Preface Part I. FlashCom Foundation 1. Introducing the Flash Communication Server Clients and Servers Creating an Application Real-Time Messaging Protocol The Communication Classes Communicating with Application Servers, Databases, and Directory Servers Firewalls and Security Getting Started Hello Video! Conclusion 2. Communication Components Overview of Communication Components Summary of Communication Components Creating an Application that Monitors a Connection Building a Simple Chat Room Adding Audio and Video to the Chat Room Forgoing the SimpleConnect Component Conclusion 3. Managing Connections Making a Connection Managing a Connection Reusing a NetConnection Object Multiple Simultaneous NetConnection Objects Testing and Debugging Network Connections Subclassing the NetConnection Class Communication Components Without SimpleConnect Conclusion 4. Applications, Instances, and Server-Side ActionScript Scripting Application Instances Differences Between Flash ActionScript and Server-Side ActionScript The Life of an Application Instance Running a Simple Hello World Test Script A More Realistic Example Instance-to-Instance Communications Script Filenames and Locations in Detail Testing and Debugging Server-Side Script Files Designing Communication Applications Conclusion Part II. Audio, Video, and Data Streams 5. Managing Streams A Simple Publisher/Subscriber Example Stream Names Publishing Streams in Detail Playing Streams in Detail The Stream Class Publishing and Playing ActionScript Data Creating Synchronized Presentations The NetStream and Stream Information Objects Stream Enhancements and Limitations Conclusion 6. Microphone and Camera Working with Microphone/Audio Input Working with Camera Input Building a Message-Taking Application Building a Surveillance Application Conclusion 7. Media Preparation and Delivery Audio and Video Compression Converting Prerecorded Material to FLV Format Using Flash Pro''s Media Components Enabling Multiple Bit Rate FLVs Within an Application Streaming MP3 Audio Conclusion Part III. Remote Connectivity and Communication 8. Shared Objects Objects and Shared Objects Getting a Shared Object in Flash Updates and Frame Rates Scripting Shared Objects on the Server Temporary and Persistent Shared Objects Proxied Shared Objects Shared Objects and Custom Classes Avoiding Collisions Optimizing Shared Object Performance Broadcasting Remote Method Calls with send( ) A Simple Video and Text Chat Application Conclusion 9. Remote Methods Why Use Calls? The send( ) and call( ) Methods Client-to-Server Calls Server-to-Client Calls Server-to-Server Calls A Simple Lobby/Rooms Application Debugging Calls Advanced Topics Conclusion 10. Server Management API Connecting to the Admin Service Using the Server Management API Server Management API Uses Conclusion 11. Flash Remoting The Remoting Gateway Remoting Basics Role of Remoting in FlashCom Applications Securing Access Conclusion 12. ColdFusion MX and FlashCom Understanding ColdFusion MX and Flash Remoting Using Flash Remoting to Log Events Getting a List of Streams Using ColdFusion and FTP to Mirror Streams Conclusion Part IV. Design and Deployment 13. Building Communication Components Source Files People Lists A Simple People List Listenable Shared Objects Status and People List Text Chat Shared Text Video Conference and Video Window PeopleGrid Summary Conclusion 14. Understanding the Macromedia Component Framework The Component Framework Under the Hood of the Chat Component Creating a Simple Component from Scratch: SharedTextInput Creating a Container Component: SharedAddressForm Creating an Authenticating Component Integrating Components with Your Existing Applications Understanding the Framework Conclusion 15. Application Design Patterns and Best Practices Shared Object Management Moving Code to the Server Building Fa?des on the Server Server-Side Client Queues A Framework for Recording and Playing BackComponentized Applications Components and Component Frameworks Conclusion 16. Building Scalable Applications Coordinating Instances Scalability and Load Balancing Conclusion 17. Network Performance, Latency, and Concurrency Latency Bandwidth Concurrency Conclusion 18. Securing Applications The Three A''s: Authentication, Authorization, and Accounting Authentication Authorization Accounting Suggestions and References Conclusion About the Authors Index
목차
Foreword p. xi Preface p. xv FlashCom Foundation Introducing the Flash Communication Server p. 3 Clients and Servers p. 4 Creating an Application p. 6 Real-Time Messaging Protocol p. 7 The Communication Classes p. 9 Communicating with Application Servers, Databases, and Directory Servers p. 15 Firewalls and Security p. 16 Getting Started p. 16 Hello Video! p. 19 Conclusion p. 30 Communication Components p. 32 Overview of Communication Components p. 33 Summary of Communication Components p. 38 Creating an Application that Monitors a Connection p. 70 Building a Simple Chat Room p. 72 Adding Audio and Video to the Chat Room p. 73 Forgoing the SimpleConnect Component p. 75 Conclusion p. 76 Managing Connections p. 78 Making a Connection p. 78 Managing a Connection p. 84 Reusing a NetConnection Object p. 90 Multiple Simultaneous NetConnection Objects p. 93 Testing and Debugging Network Connections p. 93 Subclassing the NetConnection Class p. 96 Communication Components Without SimpleConnect p. 104 Conclusion p. 112 Applications, Instances, and Server-Side ActionScript p. 113 Scripting Application Instances p. 113 Differences Between Flash ActionScript and Server-Side ActionScript p. 118 The Life of an Application Instance p. 124 Running a Simple Hello World Test Script p. 126 A More Realistic Example p. 131 Instance-to-Instance Communications p. 138 Script Filenames and Locations in Detail p. 140 Testing and Debugging Server-Side Script Files p. 143 Designing Communication Applications p. 145 Conclusion p. 145 Audio, Video, and Data Streams Managing Streams p. 149 A Simple Publisher/Subscriber Example p. 151 Stream Names p. 157 Publishing Streams in Detail p. 158 Playing Streams in Detail p. 166 The Stream Class p. 183 Publishing and Playing ActionScript Data p. 192 Creating Synchronized Presentations p. 197 The NetStream and Stream Information Objects p. 200 Stream Enhancements and Limitations p. 203 Conclusion p. 204 Microphone and Camera p. 206 Working with Microphone/Audio Input p. 206 Working with Camera Input p. 216 Building a Message-Taking Application p. 225 Building a Surveillance Application p. 233 Conclusion p. 237 Media Preparation and Delivery p. 238 Audio and Video Compression p. 238 Converting Prerecorded Material to FLV Format p. 242 Using Flash Pro's Media Components p. 260 Enabling Multiple Bit Rate FLVs Within an Application p. 267 Streaming MP3 Audio p. 273 Conclusion p. 276 Remote Connectivity and Communication Shared Objects p. 281 Objects and Shared Objects p. 281 Getting a Shared Object in Flash p. 282 Updates and Frame Rates p. 296 Scripting Shared Objects on the Server p. 298 Temporary and Persistent Shared Objects p. 303 Proxied Shared Objects p. 315 Shared Objects and Custom Classes p. 321 Avoiding Collisions p. 324 Optimizing Shared Object Performance p. 325 Broadcasting Remote Method Calls with send() p. 326 A Simple Video and Text Chat Application p. 328 Conclusion p. 335 Remote Methods p. 336 Why Use Calls? p. 336 The send() and call() Methods p. 337 Client-to-Server Calls p. 337 Server-to-Client Calls p. 343 Server-to-Server Calls p. 346 A Simple Lobby/Rooms Application p. 347 Debugging Calls p. 363 Advanced Topics p. 366 Conclusion p. 380 Server Management API p. 381 Connecting to the Admin Service p. 381 Using the Server Management API p. 386 Server Management API Uses p. 400 Conclusion p. 406 Flash Remoting p. 407 The Remoting Gateway p. 407 Remoting Basics p. 409 Role of Remoting in FlashCom Applications p. 425 Securing Access p. 430 Conclusion p. 431 ColdFusion MX and FlashCom p. 432 Understanding ColdFusion MX and Flash Remoting p. 432 Using Flash Remoting to Log Events p. 438 Getting a List of Streams p. 450 Using ColdFusion and FTP to Mirror Streams p. 460 Conclusion p. 468 Design and Deployment Building Communication Components p. 471 Source Files p. 474 People Lists p. 474 A Simple People List p. 474 Listenable Shared Objects p. 485 Status and People List p. 489 Text Chat p. 507 Shared Text p. 519 Video Conference and Video Window p. 527 PeopleGrid p. 538 Summary p. 545 Conclusion p. 547 Understanding the Macromedia Component Framework p. 548 The Component Framework p. 548 Under the Hood of the Chat Component p. 550 Creating a Simple Component from Scratch: Shared TextInput p. 562 Creating a Container Component: SharedAddressForm p. 570 Creating an Authenticating Component p. 574 Integrating Components with Your Existing Applications p. 586 Understanding the Framework p. 593 Conclusion p. 611 Application Design Patterns and Best Practices p. 612 Shared Object Management p. 612 Moving Code to the Server p. 637 Building Facades on the Server p. 642 Server-Side Client Queues p. 643 A Framework for Recording and Playing Back Componentized Applications p. 646 Components and Component Frameworks p. 660 Conclusion p. 671 Building Scalable Applications p. 672 Coordinating Instances p. 673 Scalability and Load Balancing p. 686 Conclusion p. 695 Network Performance, Latency, and Concurrency p. 697 Latency p. 698 Bandwidth p. 704 Concurrency p. 720 Conclusion p. 725 Securing Applications p. 726 The Three A's: Authentication, Authorization, and Accounting p. 727 Authentication p. 728 Authorization p. 764 Accounting p. 784 Suggestions and References p. 790 Conclusion p. 792 About the Authors p. 793 Index p. 795 Table of Contents provided by Ingram. 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기본정보
ISBN | 9780596005047 ( 0596005040 ) |
---|---|
발행(출시)일자 | 2005년 03월 29일 |
쪽수 | 816쪽 |
크기 |
179 * 239
* 38
mm
/ 1202 g
|
총권수 | 1권 |
언어 | 영어 |
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