下载 Flash Communication Server 编程
RIAbook Rank:★★★★★

目前为止fms最好最深入的书籍,虽然书名是fcs编程,但所有内容在fms中都适用,比一般的fms书籍好很多,算是经典所以我们给了5颗星.
简介 Book description :
Flash Communication Server MX (FCS) provides web developers with the means to add rich, interactive audio and video features to their sites. Programming Flash Communication Server gives developers a leg up on this potentially intimidating technology. It explains how FCS can facilitate video on demand, live webcasts, video chat and messaging, real-time collaboration, and much more.
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.
目录 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
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