Programming Flash Communication Server
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: 9.5 折 $1,568
- 貴賓價: 9.0 折 $1,485
- 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相信它正在突破人們對互聯網的思考方式。FCS旨在為網站開發人員提供將互動音頻和視頻功能添加到其網站的手段,這是用戶所期望的功能。當然,高效地將豐富媒體整合到應用程序、網站和網頁內容中是一個相當複雜的過程。這就是《Programming Flash Communication Server》的作用所在。作為FCS的首要參考資料,它幫助讀者了解FCS如何實現以下功能:
- 按需視頻
- 直播網絡廣播
- 視頻聊天和消息
- 共享桌面會議
- 實時拍賣
- 互動白板演示
- 工作流協作
- 多用戶遊戲
《Programming Flash Communication Server》不僅解釋了如何使用預先構建的FCS組件構建簡單應用程序,還解釋了架構,以便開發人員可以編寫自定義組件來創建更高級的應用程序。此外,該書還解釋了如何真正優化性能,並討論了網絡應用程序的注意事項以及與FCS相關的媒體問題。
《Programming Flash Communication Server》為開發人員提供了對這項潛在令人生畏的技術的急需幫助。它使用戶能夠開發出酷炫的網絡應用程序,從實時視頻的直接約會體驗,到預錄的企業演示,再到具有視頻和音頻的新聞服務等等。終於,能夠構建具有豐富互動功能的網站(無需複雜的下載和安裝麻煩)已成為現實。現在,有了O'Reilly的《Programming Flash Communication Server》作為伴侶,您可以比以往更快、更輕鬆地實現更多可能性。
目錄:
- 前言
- 前言
- 第一部分:FlashCom基礎
- 介紹Flash Communication Server
- 客戶端和服務器
- 創建應用程序
- 實時消息傳輸協議
- 通信類
- 與應用程序通信