MACROMEDIA FLASH COMMUNICATION SERVER MX-SERVER-SIDE COMMUNICATION ACTIONSCRIPT DICTIONARY Spécifications Page 146

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Chapter 468
Recorded stream files
When you use methods that record audio, video, or data streams (for example,
NetStream.publish), Flash Communication Server creates two files—filename.flv and
filename.idx—where filename is the string that was passed to the method that recorded the stream.
These files are the recorded stream and its associated index file. For example, if you issue the
command
NetStream.publish("me", "record"), files named me.flv and me.idx will be
created.
Flash Communication Server stores the FLV and IDX files in subdirectories of the flashcom
application directory. Flash creates these directories automatically. For example, if the application
instance
ChatApp/MondayChat records a stream named chat, the chat.flv and chat.idx files will
be stored in the following location: flashcom\applications\ChatApp\streams\MondayChat. If you
run an instance of ChatApp called TuesdayChat, its files will be stored in
flashcom\applications\ChatApp\streams\TuesdayChat.
If you want to play back an FLV file that was created by a specialized video application, such as
Sorenson Squeeze, place it in the directory where the Flash Communication Server expects to find
it; that is, a subdirectory of a \streams directory as discussed in the preceding paragraph. When
you run the application, Flash Communication Server will create an IDX file and store it in the
same subdirectory.
To avoid overwriting streams, consider using unique names for users, streams, and so on. For
example, when recording a new stream, you could provide an incremental value:
outStream.publish("myRecording" + numSnaps, "record");
For information on deleting recorded stream files, see Stream object. For more information on
instance names and file storage, see
NetConnection.connect and NetStream.publish in the
Client-Side Communication ActionScript Dictionary.
Shared object files
Any shared object, either local or remote, can exist dynamically (for the life of the application
instance) or can be saved for use as persistent data. This section discusses the three types of
persistent shared objects you can create: persistent local shared objects, remote shared objects that
are persistent only on the server, and remote shared objects that are persistent on the client and
the server. (For more information on shared objects in general, see “Understanding shared
objects” on page 14.)
Local shared objects are always persistent on the client, up to available memory and disk space.
However, by default Flash can save locally persistent remote shared objects only up to 100 K in
size. When you try to save a larger object, the Flash Player displays a Local Storage dialog box,
which lets the user allow or deny local storage for the domain that is requesting access. The user
can also use this dialog box to delete all locally persistent remote shared objects. For more
information, see “Local disk space considerations” in the SharedObject entry of the Client-Side
Communication ActionScript Dictionary.
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