Understanding shared objects
41
In the following table, the client-side calls on the left invoke the server-side calls on the right.
In the following table, the server-side calls on the left invoke the client-side calls on the right.
Understanding shared objects
Shared objects are a means for sharing data among different clients, among different instances
of an application running on the Flash Media Server, and across applications running on
multiple Flash Media Servers. The Flash Media Server supports three types of shared objects:
local, remote, and server-side. These objects are discussed briefly below. For more information
on working with shared objects, see
“About shared object files” on page 82
.
About local shared objects
One way to use shared objects is for local storage and retrieval of data. Data is stored on the
end-user’s computer and may be accessed at different times by one or more Flash applications.
Local shared objects can also be non-persistent—that is, available only while the application is
running.
Local shared objects don’t require a connection to the Flash Media Server, and are not
discussed in detail in this manual. For information about where persistent local shared object
data is stored, see
“About shared object files” on page 82
. For more information about local
shared objects, see the
SharedObject.getLocal()
entry in the
Client-Side ActionScript
Language Reference for Flash Media Server 2
.
Client-side call
Server-side call
my_nc.connect
application.onConnect
my_nc.close
application.onDisconnect
my_nc.call("doThing", myCallbackFcn, 1, "foo")
my_client.doThing(1, "foo")
my_so.send("doThing", 1, "foo")
my_server_so.doThing(1, "foo")
Server-side call
Client-side call
my_client.call ("doThing", myCallbackFcn, 1, "foo") my_nc.doThing (1, "foo")
my_server_stream.send ("doThing", 1, "foo")
my_ns.doThing (1, "foo")
my_server_so.send("doThing", 1, "foo")
my_so.doThing(1, "foo")
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 ...