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L. McColl-Sylvester and F. Ponticelli

"Professional haXe and Neko"

In any case make
sure that your game server and web server run on different ports or one of the two will fail.
Summary
In this chapter all possible ways of communication using the Remoting API were discussed. After some
theory about local and remote connections, synchronous and asynchronous communications, and pull
and push technologies, the haXe Remoting API was described highlighting the following possibilities:
Flash - to - Flash communication (using LocalConnection or JavaScript)
Flash - to - JavaScript and reverse
Flash/JavaScript/Neko - to - Neko HTTP server
Flash/JavaScript/Neko - to - Neko socket server
Flash to AMF server
The next chapter focuses on advanced features existing in the haXe standard libraries such as XML fast
access and validation, Reflection, RTTI and haXe magic.
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Part III
Extending the
Possibilities
Chapter 16: haXe Advanced Topics
Chapter 17: Desktop Applications with Neko
Chapter 18: Desktop Flash using SWHX
Chapter 19: Multimedia with Neko
Chapter 20: Extending haXe with C/C++
ha X e Advanced Topics
The chapter is dedicated to the advanced classes in the haXe package.


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