Programming Flash Communication Server
暫譯: Programming Flash 通訊伺服器
Brian Lesser, Giacomo Guilizzoni, Robert Reinhardt, Joey Lott, Justin Watkins
- 出版商: O'Reilly
- 出版日期: 2005-03-29
- 定價: $1,650
- 售價: 8.8 折 $1,452
- 語言: 英文
- 頁數: 856
- 裝訂: Paperback
- ISBN: 0596005040
- ISBN-13: 9780596005047
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商品描述
Description:
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 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.
Table of Contents:
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蓷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
商品描述(中文翻譯)
描述:
隨著 Flash Communication Server MX (FCS) 的出現,Macromedia 相信它正處於人們對互聯網思考方式的突破邊緣。FCS 的設計旨在為網頁開發者提供將精緻的互動音頻和視頻功能添加到其網站的手段,這些功能是用戶所期待的。
自然地,將豐富媒體有效整合到應用程序、網站和網頁內容的過程,至少可以說是複雜的。這就是《Programming Flash Communication Server》的作用所在。作為 FCS 的主要參考書籍,它幫助讀者理解 FCS 如何促進:
- 按需視頻
- 實時網絡廣播
- 視頻聊天和消息傳遞
- 共享桌面會議
- 實時拍賣
- 互動白板演示
- 工作流程協作
- 多用戶遊戲
《Programming Flash Communication Server》不僅解釋了如何使用預建的 FCS 組件來構建簡單的應用程序,還解釋了架構,以便開發者可以編程自定義組件來製作更高級的應用程序。此外,本書還解釋了如何真正優化性能,並討論了網絡應用程序的考量以及與 FCS 相關的媒體問題。
《Programming Flash Communication Server》為開發者提供了在這項潛在令人畏懼的技術上所需的優勢。它讓用戶能夠開發從實時視頻的直接約會體驗到預錄的企業演示,再到帶有視頻和音頻的新聞服務等酷炫的網頁應用程序,還有更多。
終於,構建具有豐富互動功能的網站的能力——不再需要複雜的下載和安裝麻煩——成為現實。現在,有了 O'Reilly 的《Programming Flash Communication Server》在你身邊,你可以比你曾經夢想的更快、更輕鬆地做到這一點。
目錄:
前言
序言
第一部分:FlashCom 基礎
1. 介紹 Flash Communication Server
- 客戶端和伺服器
- 創建應用程序
- 實時消息傳遞協議
- 通信類
- 與應用伺服器、數據庫和目錄伺服器的通信
- 防火牆和安全性
- 開始使用
- 你好,視頻!
- 結論
2. 通信組件
- 通信組件概述
- 通信組件摘要
- 創建監控連接的應用程序
- 構建簡單的聊天室
- 向聊天室添加音頻和視頻
- 放棄 SimpleConnect 組件
- 結論
3. 管理連接
- 建立連接
- 管理連接
- 重用 NetConnection 對象
- 多個同時的 NetConnection 對象
- 測試和調試網絡連接
- 子類化 NetConnection 類
- 沒有 SimpleConnect 的通信組件
- 結論
4. 應用程序、實例和伺服器端 ActionScript
- 腳本應用實例
- Flash ActionScript 和伺服器端 ActionScript 的區別
- 應用實例的生命週期
- 運行簡單的 Hello World 測試腳本
- 更現實的例子
- 實例之間的通信
- 腳本文件名和位置詳情
- 測試和調試伺服器端腳本文件
- 設計通信應用程序
- 結論
第二部分:音頻、視頻和數據流
5. 管理流
- 簡單的發布/訂閱示例
- 流名稱
- 詳細發布流
- 詳細播放流
- 流類
- 發布和播放 ActionScript 數據
- 創建同步演示
- NetStream 和流信息對象
- 流增強和限制
- 結論
6. 麥克風和攝像頭
- 使用麥克風/音頻輸入
- 使用攝像頭輸入
- 構建消息記錄應用程序
- 構建監控應用程序
- 結論
7. 媒體準備和交付
- 音頻和視頻壓縮
- 將預錄材料轉換為 FLV 格式
- 使用 Flash Pro 的媒體組件
- 在應用程序中啟用多比特率 FLV
- 流式 MP3 音頻
- 結論
第三部分:遠程連接和通信
8. 共享對象
- 對象和共享對象
- 在 Flash 中獲取共享對象
- 更新和幀率
- 在伺服器上腳本共享對象
- 臨時和持久共享對象
- 代理共享對象
- 共享對象和自定義類
- 避免碰撞
- 優化共享對象性能
- 使用 send() 廣播遠程方法調用
- 簡單的視頻和文本聊天應用程序
- 結論
9. 遠程方法
- 為什麼使用調用?
- send() 和 call() 方法
- 客戶端到伺服器的調用
- 伺服器到客戶端的調用
- 伺服器到伺服器的調用
- 簡單的大廳/房間應用程序
- 調試調用
- 高級主題
- 結論
10. 伺服器管理 API
- 連接到管理服務
- 使用伺服器管理 API
- 伺服器管理 API 的用途
- 結論
11. Flash 遠程
- 遠程網關
- 遠程基礎
- 遠程在 FlashCom 應用程序中的角色
- 確保訪問
- 結論
12. ColdFusion MX 和 FlashCom
- 理解 ColdFusion MX 和 Flash 遠程
- 使用 Flash 遠程記錄事件
- 獲取流列表
- 使用 ColdFusion 和 FTP 鏡像流
- 結論
第四部分:設計和部署
13. 構建通信組件
- 源文件
- 人員列表
- 簡單的人員列表
- 可收聽的共享對象
- 狀態和人員列表
- 文本聊天
- 共享文本
- 視頻會議和視頻窗口
- PeopleGrid
- 摘要
- 結論
14. 理解 Macromedia 組件框架
- 組件框架
- 聊天組件的內部運作
- 從頭開始創建簡單組件:SharedTextInput
- 創建容器組件:SharedAddressForm
- 創建身份驗證組件
- 將組件與現有應用程序集成
- 理解框架
- 結論