Storing Information in the Browser in Java

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Storing Information in the Browser
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Web browsers allow a kind of persistent storage through cookies. Cookies are extremely limited in size, and they can only be string values, so if you want to store more complex types, you rst have to encode them as strings. Because cookies are part of the browser s API in JavaScript, you have to interface with JavaScript code to use them. You can read more about interfacing with JavaScript in 43, Interfacing with JavaScript. Cookies are subject to the same limitations as SharedObjects as far as being associated with a physical computer and system account rather than with the user. A further limitation is that cookies are associated with the browser that created them. SharedObjects can store information for a SWF regardless of the version of Flash Player used to create them and which browser they were running in, but a cookie created while browsing in Firefox won t be available in Opera, even on the same computer. In addition, many savvy users clear their cookies frequently, so they may be more volatile than SharedObject storage. On the other hand, the cookie mechanic may be desirable if you want users to be able to easily clear saved data. Because users are more likely to be savvy at clearing browser cookies than SharedObject data, placing your cached data in a cookie may be a concession to usability.
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29: Storing and Sending Data with SharedObject
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If you re interfacing with the browser, you may also have the ability to plug into other methods of of ine storage, such as the Google Gears plug-in (http://code.google.com/apis/gears/) or HTML 5 s web storage mechanism (http://dev.w3.org/html5/webstorage/). These more mature technologies provide database-like local storage and may be preferable in some cases. Of course, you ll still need a JavaScript bridge to interface with these browser-based technologies. Table 29-1 summarizes some of the issues inherent in using these four approaches to persistent storage.
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TABLE 29-1
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Solutions for Persistent Storage from ActionScript
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Local Shared Objects Local Files Cookies Servers
Ease of Implementation in ActionScript 3.0 Additional Work to Use Privacy Persistence Storing Typed Data Default Size Limit
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Identifying Useful Situations for Shared Objects
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Using local shared objects is great when you need to store small to medium amounts of non mission-critical information that is not private. Local shared objects are excellent for storing users preferences without requiring them to sign in. These are some ideas for how you can use shared objects: Store a user s progress in a game. Keep bookmarks in text, audio, and video, so that the user can come back to long media and continue right from where he left off. Remember the text size picked by the user, so that she can read text in a way that is comfortable to her. Save the user s preference to hear music or sound effects on a site that provides them. Retain any kind of theme customizations such as colors and background images. Remember which parts of your program have been used or visited. Present help or intro animations only once. Returning to an application that remembers these kinds of small details without asking can be a positive experience. These are good examples because they are not personal or private; they help users in tangible ways when they have already expressed a preference that is not likely to change, and they are small features that it would be frustrating to authenticate just to retrieve.
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Part VI: External Data
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In Flash Player 10.1 and later, shared objects respect private browsing settings available on many browsers, so shared objects created during a private session will be wiped at the end of it.
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Shared Objects and Remoting
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It should be mentioned that SharedObjects have a secret second life. While during the day, the mild-mannered SharedObject helps you remember bits of information by keeping them led away and synchronized on the user s hard drive, come nightfall it does a quick costume change and instead negotiates synchronized objects over the network with Flash Media Server and compatible servers. You call the rst kind of SharedObject local shared object, and the second remote shared object. I ll focus on local shared objects in this chapter. Although the concepts for connecting and synchronizing with a remote shared object differ from those of loading and ushing to a local shared object, simple modi cations of properties in shared objects are the same. It s incredibly useful to be able to deal with real class instances on either side of a client-server application, rather than always converting from XML, JSON, or another transport format. Beyond being able to store typed data, AMF, the format used in shared objects, is binary, compressed, and fast. So, consider applying these serialization and deserialization strategies to support Flash Remoting in your client-server program. For more information on remote shared objects, see 28, Communicating with Remote Services, as well as the AS3LR entries on NetConnection and SharedObject, and the Flash Media Server developer documentation, available at http://bit.ly/fms-dev-guide.
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