Synopses & Reviews
The long-stale page metaphor for Web sites is finally dying out, replaced by the single-screen rich-Internet apps that Flash MX 2004 is at last bringing to the mainstream. To stay ahead of the curveand to start creating the kind of Web sites you used to only dream ofyou need this guide. In these pages you'll learn how to create the sites that more and more companies are demandingthe kind that pull complex data from multiple sources for delivery via a single Web interface, so that users can perform multiple functions from a single screen. The focus here is on building the Flash MX 2004 front end to work with that complex data. You'll learn how to structure applications to eliminate page refreshes while reducing download time, build real-time and time-delayed applications with Flash Communication Server, integrate technologies like Flash Remoting and Macromedia Central, and more. You can even download all of the source files form the book's companion Web site.
About the Author
Phillip Kerman is an independent programmer, teacher, and writer specializing in Macromedia products. His degree in Imaging and Photographic Technology from the Rochester Institute of Technology was earned back when "multimedia" had a different meaning from today. One of Phillip's internships, for example, involved programming multiple slide projector presentations with dissolves synchronized to a sound track—the multimedia of the 1980s. In 1993, he found Macromedia Authorware a natural fit for his interests and skills. After getting his start at The Human Element, Inc., he moved back to Portland, Oregon, to work on his own.
Phillip has transitioned his expertise from Authorware to Director, and now to Flash. Over 10 years, he has had to adapt to countless version upgrades —Flash MX 2004 being the most significant of them all! In addition to retooling and building his own skills, Phillip finds teaching the biggest challenge. He has trained and made presentations around the world, in such exotic locations as Reykjavik, Iceland; Melbourne, Australia; Amsterdam, Holland; and McAlester, Oklahoma. He also wrote Sams Teach Yourself Macromedia Flash MX 2004 in 24 Hours and ActionScripting in Flash MX. His writing has also appeared in such publications as Macworld, Macromedia's DevNet resource site, on quarterly Developer Resource Kit CDs, and in his self-published The Phillip Newsletter (http://www.phillipkerman.com/newsletter).
In addition to showing others how to create multimedia, Phillip has had plenty of opportunities to get his hands dirty in programming. He programmed the Flash interface for the real-time cattle auction site stampedecattle.com using Flash Communication Server and Flash Remoting. Feel free to email Phillip at [email protected].
Table of Contents
Introduction.
I. DEVELOPMENT. 1. Replacing Web Pages with Applications.
The End of Web Pages. A Short History of Internet Applications. Glossary. Makeovers. Summary. 2. Designing Flash Applications.
Identifying the User Benefit. Selecting Technologies. Using Macromedia Central to Target Occasionally Connected Computers (OCCs). Designing for Accessibility. Summary.
II. TECHNOLOGY. 3. Technology Overview.
Data Handling. Data Exchanging. Application Servers. Components. How Flash Communication Server Works. Technology Map. Configuring Your Work Environment. Summary. 4. Working with Complex Data.
Structuring Data. Summary. Project Ideas. 5. Presenting Data.
Formatting Text. Summary. 6. Basic Data Exchange.
Saving Data with the Local Shared Object. Sharing Data Using the Local Connection Object. Flat Data. XML Structured Data. Summary. 7. Exchanging Data with Outside Services.
Flash Remoting. Data Management Components. Summary. 8. Foundation Communication Server.
Configuration. NetConnection. Remote Shared Objects. Streams. Why Server-Side ActionScript. Summary. 9. Advanced Communication Server.
Managing Connections. Accessing Remote Shared Objects from the Server Side. Messaging. Optimizing. Server-Side Stream Object. Integrating the Communication Components. Summary.
III. PRODUCTIVITY. 10. Production Techniques.
Exploiting Flash MX 2004 Features. Library Management. Prototyping. Staging and Deployment. Summary. 11. Quality Assurance and Debugging.
Evaluating Quality. Ensuring Quality. Practical Debugging. The Error Object. Summary. 12. Using Components.
V2 Components. Foundation Skills. Applied Examples Using Components. Styles, Skinning, and Themes. Summary. 13. Building a Code Library.
Homemade Components. Your Script Style. Storing Scripts. Intro to JSFL (JavaScript Flash). Basic Class Packages in AS2. Summary. Index.