Protokoly Pro Komunikaci Klient ˚U Na Platformˇe Flash

Total Page:16

File Type:pdf, Size:1020Kb

Protokoly Pro Komunikaci Klient ˚U Na Platformˇe Flash MASARYKOVA UNIVERZITA F}w¡¢£¤¥¦§¨ AKULTA INFORMATIKY !"#$%&'()+,-./012345<yA| Protokoly pro komunikaci klient ˚una platformˇeFlash BAKALÁRSKA PRÁCA Tomáš Mizerák Brno, jar 2010 Prehlásenie Prehlasujem, že táto bakalárska práca je mojím pôvodným autorským dielom, ktoré som vypracoval samostatne. Všetky zdroje, pramene a literatúru, ktoré som pri vypracovaní používal alebo z nich ˇcerpal,v práci riadne citujem s uvedením úplného odkazu na prís- lušný zdroj. Vedúci práce: RNDr. David Šafránek, Ph.D. ii Pod’akovanie Dakujemˇ svojmu vedúcemu bakalárskej práce RNDr. Davidovi Šafránkovi, Ph.D. za pomoc, ochotu a strpenie, ktoré mi venoval pri tvorbe tejto práce. Taktiež d’akujem svojej rodine za podporu poˇcascelého štúdia a všetkým, ktorí mi akýmkol’vek spôsobom pomohli pri spracovaní tejto bakalárskej práce. iii Zhrnutie Vd’aka vysokej rozšírenosti technológie Flash a výkonu dnešných poˇcítaˇcovmôžeme im- plementovat’ aplikácie a hry bez nutnosti inštalácie. Táto práca zh´rˇnaspôsoby komunikácie klientov Flash a prehl’ad dostupných protokolov. V rámci práce boli jednoduchým nástro- jom otestované dva najrozšírenejšie protokoly pre Flash – HTTP a RTMP. Súˇcast’ou práce je ukážková aplikácia využívajúca RTMP pre spojenie klient-server a RTMFP pre peer-to-peer komunikáciu. iv Abstract Because of the great expansion of Flash technology and thanks to the performance of mod- ern computers we’re able to implement applications and games without the necessity of installing them. This thesis includes various possibilities of communication between Flash clients and an overview of available protocols. As a part of this thesis two most common protocols for Flash – HTTP and RTMP – were tested by a simple custom tool. The practical part is a demo application which uses RTMP for a client-server and RTMFP for peer-to-peer communication. v Kl’úˇcovéslová Flash, ActionScript, Flex, HTTP, RTMP, RTMFP vi Obsah 1 Úvod ............................................. 3 2 Platforma Adobe Flash .................................. 4 2.1 ActionScript 3 ..................................... 4 2.1.1 Flash IDE a Flex SDK . 4 2.2 Flex framework .................................... 5 2.3 Adobe Flash Player .................................. 5 2.3.1 Javascript knižnica SWFObject . 6 2.3.2 Bezpeˇcnostnépolitiky cross-domain . 7 2.4 Adobe Air ....................................... 7 2.5 Nástroje na vývoj ................................... 8 3 Komunikaˇcnéprotokoly .................................. 9 3.1 Hypertext transfer protocol ............................. 9 Program telnet . 10 3.1.1 Požiadavka . 10 Metódy požiadaviek HTTP 1.1 . 10 Ukážka HTTP požiadavky POST . 11 3.1.2 Odpoved’ . 12 Ukážková odpoved’ na POST . 12 3.1.3 HTTP a Flash . 13 3.2 Socket a XMLSocket ................................. 13 3.2.1 Socket . 14 3.2.2 XMLSocket . 14 3.3 Real-Time Messaging Protocol ............................ 14 3.3.1 RTMPT . 15 3.3.2 Stream audia a videa . 15 3.3.3 NetConnection . 15 3.3.4 RemoteObject . 16 3.3.5 SharedObject . 16 3.4 Real-time media flow protocol ............................ 17 4 Serverové aplikácie ..................................... 20 4.1 AMF brána ....................................... 20 4.2 Komplexné riešenia .................................. 21 4.2.1 Flash Media Interactive Server . 21 4.2.2 BlazeDS . 21 1 4.2.3 WebORB for .NET . 21 4.2.4 Red5 . 21 4.2.5 Wowza Media Server . 22 4.2.6 LiveCycle Data Services . 22 4.3 RTMFP služby ..................................... 22 4.3.1 Adobe Labs Stratus . 22 4.3.2 LiveCycle Collaboration Services . 22 5 Porovnanie výkonu protokolov HTTP a RTMP .................... 24 5.0.3 Prostriedky na testovanie . 24 5.1 Algoritmus ....................................... 24 5.2 Serverová ˇcast’ ..................................... 25 5.3 Klientská ˇcast’ ..................................... 25 5.4 Výsledky ........................................ 26 6 Program BPChat ...................................... 28 6.1 Klientská ˇcast’ ..................................... 28 6.2 Serverová ˇcast’ ..................................... 29 6.2.1 Nasadenie serverovej ˇcastiaplikácie . 30 7 Záver ............................................. 32 2 Kapitola 1 Úvod Flash je svetovo vel’mi rozšírená technológia. Každý, kto používa internet, Flash pozná. Ciˇ už v podobe známeho video prehrávaˇcana YouTube alebo nepreberného množstva zobra- zovaných reklám. Možnosti jeho použitia sa však v poslednej dobe stále rozširujú. Flash prechádza aj do sféry aplikácií a hier. Táto práca pojednáva o možnostiach komunikácie aplikácií postavených na platforme Flash a okolia, spôsoby ako najlacnejšie komunikovat’ medzi Flash aplikáciou vloženou na internetovej stránke a serverom pripojeným na databázu a ako najlacnejšie vymieˇnat’ dáta priamo medzi dvoma Flash klientami pomocou peer-to-peer spojenia. Prvá kapitola predstavuje základné stavebné prvky platformy Flash. Na struˇcnýchukáž- kach zdrojového kódu v jazyku ActionScript ukazuje základnú štruktúru a syntax. Dalejˇ uvedie Flex framework pre tvorbu aplikácií deklaratívnym spôsobom. Nasleduje popis sa- motného prehrávaˇcaaplikácií Flash na internetových stránkach a zdrojové kódy ako správne Flash vložit’. V druhej kapitole sú zhrnuté možnosti ako komunikovat’ z Flash a predstavená je tech- nológia pre spojenie Flash aplikácií peer-to-peer. Kapitola zah´rˇnaprincípy najpoužívanejšie- ho internetového protokolu HTTP, ako aj možnosti využitia pre samotný Flash. Pre prenos digitálneho obsahu a výmenu iných údajov poukazuje na protokol RTMP a nový RTMFP, ako na ideálny spôsob komunikácie Flash klientov. Serverové riešenia, ktoré sú nutné pre klient-server komunikáciu, sú struˇcneopísané v tretia kapitole. Sú to jednoduché riešenia využívajúce HTTP a skriptovacie jazyky ale i komplexné serverové aplikácie, ktoré implementujú rýchly binárny prenos protokolom RTMP. Nové služby poskytujúce RTMFP spojenie ani samotný protokol nemajú otvorenú špecifikáciu a preto sa im venuje len malá ˇcast’ kapitoly. Porovnanie výkonu v dnešnej dobe dvoch najpoužívanejších protokolov HTTP a RTMP sú zaznamenané v štvrtej kapitole. Meranie je zamerané špecificky na rýchlost’ odozvy pri vel’kom poˇctezasielaných objektov, ˇcovyužívajú aplikácie nároˇcnéna prácu s databázou. V poslednej kapitole tejto práce je popísaná implementácia jednoduchej aplikácie, pomo- cou ktorej používatelia môžu medzi sebou komunikovat’. Základom je klientská a serverová ˇcast’ a použitie binárnych RTMP a RTMFP. 3 Kapitola 2 Platforma Adobe Flash Adobe Flash (skrátene Flash) je multimediálna platforma vyvinutá pôvodne spoloˇcnost’ou Macromedia. V dnešnej dobe sa Flash používa na zobrazovanie animácií a dynamického ob- sahu na webe. Sú to najmä reklamné banery, Flash hry, interaktívne webové prezentácie, no v poslednej dobe i Flex aplikácie. Silnou stránkou Flash je však i možnost’ prehrávat’ audio a video návštevníkom webových stránok simultánne s jeho st’ahovaním zo serveru (A/V streaming), kde príkladom je známa služba YouTube. Technológia Flash patrí medzi jednu z troch najvýznamnejších pre tvorbu RIA (Rich Internet Applications) [15]. Svoje uplatnenie nachádza aj v malých zariadeniach typu mobilné telefóny a PDA. 2.1 ActionScript 3 Hlavným programovacím jazykom technológie Flash je ActionScript 3. ActionScript je ob- jektovo orientovaný. Základná syntax je odvodená z ECMAScript. ActionScript 3 si však ponechal prvky svojich predchodcov ActionScript 1 a 2, ktoré boli skriptovacie, procedu- rálne jazyky s prvkami objektového programovania. ActionScript je vel’mi podobný jazyku Java a používa i podobné dátové typy. Primitívne dátové typy sú: Boolean, int, Null, Num- ber, String, uint, void. Základnou triedou je trieda typu Object. ActionScript 3 nie je silne ty- povaný jazyk a nevýhodou je slabá kontrola pri kompilácii. Slabé typovanie však umožˇnuje použit’ objekty typu Object ako slovník, ktorý má kl’úˇcetypu String a hodnoty akéhokol’vek typu. Zaujímavost’ou sú netypované premenné1 [1][4]. 2.1.1 Flash IDE a Flex SDK Ako kompilátor pre ActionScript 3 a Flash slúži software Adobe Flash Professional alebo kompilátor z Flex SDK (software development kit). Pôvodne bol Flash a SWF vytváraný iba v nástrojoch Adobe. Vo Flash IDE sa animuje na ˇcasovejosi a kompilácia prebieha pria- mo v tomto programe vstavaným kompilátorom. Vznikom Flex frameworku bol vydaný Flex SDK a vývoj aplikácií bol umožnený aj v Eclipse IDE s názvom Adobe Flex Builder, v súˇcastnotiAdobe Flash Builder. Flex SDK je aktuálne opensource a je spoloˇcnost’ou Adobe ponúkaný na stiahnutie z ich webových stránok pod licenciou Mozilla Public License. 1. netypovaný objekt môžme oznaˇcit’ ‘typom’ hviezdiˇcka: var untyped:*; 4 2.2. FLEX FRAMEWORK package com.mizerak { public class HelloWorld { public function sayHello():String { var greeting:String = "Hello World"; var untyped:*; var dict:Object = new Object(); dict.key1 = greeting; dict["key2"] = greeting; for (var key in dict) { dict[key] = greeting + "!"; } return greeting; } } } Obrázok 2.1: Helloworld a prvky jazyka ActionScript 3 2.2 Flex framework Flex framework vnáša do technológie Adobe Flash nové knižnice a funkcionalitu pre tvorbu rozsiahlych aplikácií. Rozširuje možnosti o deklaratívne programovanie pomocou jazyka MXML (dokument XML). Zdrojové kódy HelloWorld aplikácie naprogramovanej pre Flex sú na obr. 2.2 a 2.3. <?xml version="1.0"?> <Application xmlns="http://www.adobe.com/2006/mxml"> <Label text="Hello world!" /> </Application> Obrázok 2.2: HelloWorld v MXML, verzia Flex 3 2.3 Adobe Flash Player Adobe Flash používa pre
Recommended publications
  • Advances in the Application of Information and Communication Technologies in Healthcare at the Patient's Home
    Advances in the application of information and communication technologies in healthcare at the patient's home Valentina Isetta Aquesta tesi doctoral està subjecta a la llicència Reconeixement- CompartIgual 3.0. Espanya de Creative Commons. Esta tesis doctoral está sujeta a la licencia Reconocimiento - CompartirIgual 3.0. España de Creative Commons. This doctoral thesis is licensed under the Creative Commons Attribution-ShareAlike 3.0. Spain License. ADVANCES IN THE APPLICATION OF INFORMATION AND COMMUNICATION TECHNOLOGIES IN HEALTH CARE AT THE PATIENT'S HOME Memòria presentada per Valentina Isetta per optar al títol de Doctora Director de la tesi: Dr. Ramon Farré Ventura Unitat de Biofísica i Bioenginyeria Facultat de Medicina Universitat de Barcelona If you put your mind to it, you can accomplish anything. Marty McFly, “Back to the future”, 1985 ACKNOWLEDGMENTS I would like to thank all the people that supported me in these intense years of work. First of all, my gratitude goes to Prof. Ramon Farré, for his solid trust since my early beginning in Barcelona and for seeing in me a researcher that I never imagined I could be. Many thanks to Dr. Josep M. Montserrat, for his irreplaceable mentoring in the clinical world and for his advice and affection. Thanks also to all his medical and nursing staff of the Sleep Lab of the Hospital Clinic of Barcelona, where I have learned a lot and I have felt as another team member. A special thank to Carmen Lopez, for her affectionate help and splendid work to create “Petits a casa”. Without her tenacity and the collaboration of all nursing and medical staff of the Hospital de Sant Pau Neonatology department this successful service to the community would not exist.
    [Show full text]
  • Modern Javascript: Develop and Design Larry Ullman
    TEMPORAry SPINE WIDTH: 0.000” Designer-Developers are hot commodities today. But how do you build your development chops fast enough to join their ranks? With Peachpit’s Develop and Design series for visual learners. Modern Modern JavaScript DEVELOP AND DESIGN Modern JavaScript JavaScript IT’S TIME FOR A CURRENT, DEFINITIVE JAVASCRIPT BOOK, “A breath of fresh air in the over-complicated and in this comprehensive beginner’s guide, bestselling author world of JavaScript books. This is one I’ll keep DEVELOP AND DESIGN close by!” Larry Ullman teaches the language as it is implemented today. Jay Blanchard Larry demonstrates how to build upon JavaScript’s ease of use, Web developer and consultant and author of while demystifying its often-cryptic syntax, especially for those Applied jQuery: Develop and Design who have not programmed before. This book enforces modern JavaScript’s best practices and embraces key Web development THIS BOOK INCLUDES: approaches such as progressive enhancement and unobtrusive J Easy step-by-step instruction, ample scripting. The author demonstrates loads of real-world code illustrations, and clear examples DEVELOP and makes it freely available for download. J Real-world techniques to build your You’ll learn about JavaScript itself and the relationship between skills JavaScript and HTML. Next you’ll explore variables, common J Insight into best practices from a operators, and control structures. Then you’ll create functions, veteran Web expert AND handle events, and do more with HTML forms. You’ll master J Emphasis on strategies for creating Ajax, work with frameworks, and use JavaScript with PHP to reliable code that will work on all of create a complete example.
    [Show full text]
  • Marketing Cloud Published: August 12, 2021
    Marketing Cloud Published: August 12, 2021 The following are notices required by licensors related to distributed components (mobile applications, desktop applications, or other offline components) applicable to the services branded as ExactTarget or Salesforce Marketing Cloud, but excluding those services currently branded as “Radian6,” “Buddy Media,” “Social.com,” “Social Studio,”“iGoDigital,” “Predictive Intelligence,” “Predictive Email,” “Predictive Web,” “Web & Mobile Analytics,” “Web Personalization,” or successor branding, (the “ET Services”), which are provided by salesforce.com, inc. or its affiliate ExactTarget, Inc. (“salesforce.com”): @formatjs/intl-pluralrules Copyright (c) 2019 FormatJS Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
    [Show full text]
  • THE FUTURE of SCREENS from James Stanton a Little Bit About Me
    THE FUTURE OF SCREENS From james stanton A little bit about me. Hi I am James (Mckenzie) Stanton Thinker / Designer / Engineer / Director / Executive / Artist / Human / Practitioner / Gardner / Builder / and much more... Born in Essex, United Kingdom and survived a few hair raising moments and learnt digital from the ground up. Ok enough of the pleasantries I have been working in the design field since 1999 from the Falmouth School of Art and onwards to the RCA, and many companies. Ok. less about me and more about what I have seen… Today we are going to cover - SCREENS CONCEPTS - DIGITAL TRANSFORMATION - WHY ASSETS LIBRARIES - CODE LIBRARIES - COST EFFECTIVE SOLUTION FOR IMPLEMENTATION I know, I know, I know. That's all good and well, but what does this all mean to a company like mine? We are about to see a massive change in consumer behavior so let's get ready. DIGITAL TRANSFORMATION AS A USP Getting this correct will change your company forever. DIGITAL TRANSFORMATION USP-01 Digital transformation (DT) – the use of technology to radically improve performance or reach of enterprises – is becoming a hot topic for companies across the globe. VERY DIGITAL CHANGING NOT VERY DIGITAL DIGITAL TRANSFORMATION USP-02 Companies face common pressures from customers, employees and competitors to begin or speed up their digital transformation. However they are transforming at different paces with different results. VERY DIGITAL CHANGING NOT VERY DIGITAL DIGITAL TRANSFORMATION USP-03 Successful digital transformation comes not from implementing new technologies but from transforming your organisation to take advantage of the possibilities that new technologies provide.
    [Show full text]
  • Making Speech Recognition Work on the Web Christopher J. Varenhorst
    Making Speech Recognition Work on the Web by Christopher J. Varenhorst Submitted to the Department of Electrical Engineering and Computer Science in partial fulfillment of the requirements for the degree of Masters of Engineering in Computer Science and Engineering at the MASSACHUSETTS INSTITUTE OF TECHNOLOGY May 2011 c Massachusetts Institute of Technology 2011. All rights reserved. Author.................................................................... Department of Electrical Engineering and Computer Science May 20, 2011 Certified by . James R. Glass Principal Research Scientist Thesis Supervisor Certified by . Scott Cyphers Research Scientist Thesis Supervisor Accepted by . Christopher J. Terman Chairman, Department Committee on Graduate Students Making Speech Recognition Work on the Web by Christopher J. Varenhorst Submitted to the Department of Electrical Engineering and Computer Science on May 20, 2011, in partial fulfillment of the requirements for the degree of Masters of Engineering in Computer Science and Engineering Abstract We present an improved Audio Controller for Web-Accessible Multimodal Interface toolkit { a system that provides a simple way for developers to add speech recognition to web pages. Our improved system offers increased usability and performance for users and greater flexibility for developers. Tests performed showed a %36 increase in recognition response time in the best possible networking conditions. Preliminary tests shows a markedly improved users experience. The new Wowza platform also provides a means of upgrading other Audio Controllers easily. Thesis Supervisor: James R. Glass Title: Principal Research Scientist Thesis Supervisor: Scott Cyphers Title: Research Scientist 2 Contents 1 Introduction and Background 7 1.1 WAMI - Web Accessible Multimodal Toolkit . 8 1.1.1 Existing Java applet . 11 1.2 SALT .
    [Show full text]
  • Zen Flash Gallery Userguide
    Zen Flash Gallery version 1.1 User Guide 0 Contents Starting the Work 2 Publishing the gallery on your website 2 Configuring the Gallery 4 XML File Format 5 Gallery Parameters 6 Localization 8 1 Starting the Work To start working simply paste object’s HTML into your page and setup xml configuration file. You can place configuration file anywhere on your server. Publishing the gallery on your website To ensure smooth operation of a gallery on your website you need to have the following files: 1. SWF-file (GalleryName.swf) – flash gallery file 2. XML-file (gallery.xml) – gallery configuration file 3. HTML-file (GalleryName.html) – this file shows how to paste the gallery code into the HTML-page on your site where you plan to use the gallery. 4. <Images> folder where you should place your images. 5. SWFObject.js – a special JavaScript for the correct display of your gallery. In the gallery distribution file (the downloaded archive) there is already a working example for which you can change the settings as you see fit and upload it to your site. Let’s analyze the gallery publishing procedure step by step: 1. On your computer open the folder where you extracted the gallery distribution file. 2. Copy an image that you want to use in your gallery to <Images> folder (some sample images are saved there already, which you may delete). 3. Set the appearance of your gallery, define the path to the images in your gallery and write the names of the files with your images in the settings file (XML-file).
    [Show full text]
  • ACCESSING DATA with FLEX 2 Accessing Data Services Overview
    Accessing Data with ADOBE® FLEX® 4.6 Legal notices Legal notices For legal notices, see http://help.adobe.com/en_US/legalnotices/index.html. Last updated 12/3/2012 iii Contents Chapter 1: Accessing data services overview Data access in Flex compared to other technologies . 1 Using Flash Builder to access data services . 3 Data access components . 4 Chapter 2: Building data-centric applications with Flash Builder Creating a Flex project to access data services . 7 Connecting to data services . 8 Installing Zend Framework . 19 Using a single server instance . 21 Building the client application . 21 Configuring data types for data service operations . 25 Testing service operations . 29 Managing the access of data from the server . 29 Flash Builder code generation for client applications . 33 Deploying applications that access data services . 39 Chapter 3: Implementing services for data-centric applications Action Message Format (AMF) . 43 Client-side and server-side typing . 43 Implementing ColdFusion services . 43 Implementing PHP services . 50 Debugging remote services . 61 Example implementing services from multiple sources . 64 Chapter 4: Accessing server-side data Using HTTPService components . 71 Using WebService components . 80 Using RemoteObject components . 97 Explicit parameter passing and parameter binding . 113 Handling service results . 121 Last updated 12/3/2012 1 Chapter 1: Accessing data services overview Data access in Flex compared to other technologies The way that Flex works with data sources and data is different from applications that use HTML for their user interface. Client-side processing and server-side processing Unlike a set of HTML templates created using JSPs and servlets, ASP, PHP, or CFML, Flex separates client code from server code.
    [Show full text]
  • Tvorba Interaktivního Animovaného Příběhu
    Středoškolská technika 2014 Setkání a prezentace prací středoškolských studentů na ČVUT Tvorba interaktivního animovaného příběhu Sami Salama Střední průmyslová škola na Proseku Novoborská 2, 190 00 Praha 9 1 Obsah 1 Obsah .................................................................................................................. 1 2 2D grafika (základní pojmy) ................................................................................. 3 2.1 Základní vysvětlení pojmu (počítačová) 2D grafika ....................................... 3 2.2 Rozdíl - 2D vs. 3D grafika .............................................................................. 3 2.3 Vektorová grafika ........................................................................................... 4 2.4 Rastrová grafika ............................................................................................ 6 2.5 Výhody a nevýhody rastrové grafiky .............................................................. 7 2.6 Rozlišení ........................................................................................................ 7 2.7 Barevná hloubka............................................................................................ 8 2.8 Základní grafické formáty .............................................................................. 8 2.9 Druhy komprese dat ...................................................................................... 9 2.10 Barevný model ..........................................................................................
    [Show full text]
  • Enterprise Development with Flex
    Enterprise Development with Flex Enterprise Development with Flex Yakov Fain, Victor Rasputnis, and Anatole Tartakovsky Beijing • Cambridge • Farnham • Köln • Sebastopol • Taipei • Tokyo Enterprise Development with Flex by Yakov Fain, Victor Rasputnis, and Anatole Tartakovsky Copyright © 2010 Yakov Fain, Victor Rasputnis, and Anatole Tartakovsky.. All rights reserved. Printed in the United States of America. Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472. O’Reilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (http://my.safaribooksonline.com). For more information, contact our corporate/institutional sales department: (800) 998-9938 or [email protected]. Editor: Mary E. Treseler Indexer: Ellen Troutman Development Editor: Linda Laflamme Cover Designer: Karen Montgomery Production Editor: Adam Zaremba Interior Designer: David Futato Copyeditor: Nancy Kotary Illustrator: Robert Romano Proofreader: Sada Preisch Printing History: March 2010: First Edition. Nutshell Handbook, the Nutshell Handbook logo, and the O’Reilly logo are registered trademarks of O’Reilly Media, Inc. Enterprise Development with Flex, the image of red-crested wood-quails, and related trade dress are trademarks of O’Reilly Media, Inc. Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and O’Reilly Media, Inc. was aware of a trademark claim, the designations have been printed in caps or initial caps. While every precaution has been taken in the preparation of this book, the publisher and authors assume no responsibility for errors or omissions, or for damages resulting from the use of the information con- tained herein.
    [Show full text]
  • Adobe RTMP Specification
    Copyright Adobe Systems Incorporated H. Parmar, Ed. M. Thornburgh, Ed. Adobe December 21, 2012 Adobe's Real Time Messaging Protocol Abstract This memo describes Adobe's Real Time Messaging Protocol (RTMP), an application-level protocol designed for multiplexing and packetizing multimedia transport streams (such as audio, video, and interactive content) over a suitable transport protocol (such as TCP). Table of Contents 1. Introduction . 3 1.1. Terminology . 3 2. Contributors . 3 3. Definitions . 3 4. Byte Order, Alignment, and Time Format . 5 5. RTMP Chunk Stream . 5 5.1. Message Format . 6 5.2. Handshake . 7 5.2.1. Handshake Sequence . 7 5.2.2. C0 and S0 Format . 7 5.2.3. C1 and S1 Format . 8 5.2.4. C2 and S2 Format . 8 5.2.5. Handshake Diagram . 10 5.3. Chunking . 11 5.3.1. Chunk Format . 11 5.3.1.1. Chunk Basic Header . 12 5.3.1.2. Chunk Message Header . 13 5.3.1.2.1. Type 0 . 14 5.3.1.2.2. Type 1 . 14 5.3.1.2.3. Type 2 . 15 5.3.1.2.4. Type 3 . 15 5.3.1.2.5. Common Header Fields . 15 5.3.1.3. Extended Timestamp . 16 5.3.2. Examples . 16 5.3.2.1. Example 1 . 16 5.3.2.2. Example 2 . 17 5.4. Protocol Control Messages . 18 5.4.1. Set Chunk Size (1) . 19 5.4.2. Abort Message (2) . 19 5.4.3. Acknowledgement (3) . 20 Parmar & Thornburgh [Page 1] Adobe RTMP December 2012 5.4.4.
    [Show full text]
  • Video: the New Vernacular
    Adobe Flash Media Server Success Story Indiana University Video: the new vernacular Indiana University integrates online video into teaching, learning, research, and administration on an enterprise scale using the Adobe® Flash® Platform Indiana University Media, and video in particular, are in a period of profound growth. There are several Bloomington, Indiana causes, but three stand out: technologies that have rendered media creation, www.iu.edu distribution, and consumption faster and less costly; high expectations for the availability of video; and the need to create engaging experiences in a world where rich media is the norm. The demand for video is more apparent than ever in higher education, where students experience video on the Internet and social media sites in their personal lives, and expect to consume video as part of their daily learning and exploration as well. When Indiana University (IU)—a leader in integrating technology into teaching, learning, research, and administration—asked how to keep a technically savvy, global student body engaged and motivated to learn it knew that video, not more textbooks, was the answer. Today, whether IU is hosting a live streaming event with a renowned business leader, offering a lecture on demand to global students located from India to South America, or enabling researchers to peruse digital video archives, the university relies on the Adobe Flash Platform, including Adobe Flash Media Interactive Server software. Students at Indiana University learn through immersive, engaging experiences supported by the Adobe Flash Platform. Challenge “We did a careful evaluation of the competing platforms for delivering online video to a global user base • Integrate video into teaching, of many thousands,” says Matt Gunkel, multimedia specialist for Indiana University.
    [Show full text]
  • Ajax Security Concerns
    Flash Security OWASP KC Meeting March 7, 2007 Rohini Sulatycki OWASP Copyright © The OWASP Foundation Permission is granted to copy, distribute and/or modify this document under the terms of the OWASP License. The OWASP Foundation http://www.owasp.org What is Flash? Adobe Flash is the authoring environment Rich Animation Video Action Script 2 FLA Flash Player is the VM that runs SWF byte codes OWASP 2 OWASP 3 What is Flash Remoting? Flash Remoting is a technology for HTTP-based request/response data communication. Supported natively by Flash Player Uses Action Message Format (AMF) for communication Modeled on SOAP Uses packet format OWASP 4 Flash Remoting Communication OWASP 5 Flash Remoting Communication OWASP 6 What is Flex 2? Flex is a framework for creating flash applications. Components Lists, Grids,.. Collection of technologies XML web services HTTP Flash Player ActionScript Flex applications are .swf files which you can then run in Flash Player. OWASP 7 Flash Shared Objects OWASP Copyright © The OWASP Foundation Permission is granted to copy, distribute and/or modify this document under the terms of the OWASP License. The OWASP Foundation http://www.owasp.org Shared Objects Similar to cookies Larger data storage 100KB Binary format No cross-domain access (by default) Not downloaded back to web server OWASP 9 Shared Objects Stored outside browser Do not get cleared when browser cache is cleared Accessible across browsers OWASP 10 SOL Editors C:\Documents and Settings\<USERNAME>\Application\Data\Macromedia\Flash Player\#SharedObjects\<RANDOM>\<DOMAINNAME> When you drill down in each domain’s directory, you will eventually find a “SOL” file.
    [Show full text]