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$1,452
  • 語言: 英文
  • 頁數: 856
  • 裝訂: Paperback
  • ISBN: 0596005040
  • ISBN-13: 9780596005047
  • 立即出貨 (庫存=1)

買這商品的人也買了...

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

最後瀏覽商品 (1)