About streams and shared objects
23
Multiple users (Flash clients) can connect to the same application running on Flash Media
Server, which acts as a communication channel between connected users.
Flash Media Server provides a channel of communication for clients.
About streams and shared objects
In traditional client-server applications, the server is typically used to execute some kind of
transaction
; the client makes a request, the server performs a database query or some resource-
based calculation, and then returns a result to the client. The connection between the client
and server is maintained only long enough to complete the transaction.
While you can use Flash Media Server to implement transactions, its core use is handling
interactions
—coordinating the actions of multiple, connected users, or clients, and
transmitting server-side data. Flash Media Server provides two communication models that
simplify the process of handling user interactions: streams and shared objects.
Understanding streams
Streams are a time-based flow of synchronized audio, video, and/or data messages that flow
from client to server, or from server to client. Streams use a publish and subscribe model that
simplifies development of applications that use streams. A published stream can be played in
real time (a video chat application, for example), or recorded and played later.
NO
T
E
You can also create secure RTMPS connections. For more information, see
NetConnection.connect()
in the client-side and server-side ActionScript Language
References.
Client 1
Client 2
Server
Summary of Contents for FLASH MEDIA SERVER 2-DEVELOPING MEDIA
Page 1: ...Developing Media Applications ...
Page 6: ...6 ...
Page 10: ...10 About This Manual ...
Page 36: ...36 Flash Media Server Architecture ...
Page 80: ...80 Debugging and Monitoring Applications ...
Page 106: ...106 Application Development Tips and Tricks ...
Page 114: ...114 ...