Apollo vs Socket.IO: What are the differences?
Apollo: GraphQL server for Express, Connect, Hapi, Koa and more. Build a universal GraphQL API on top of your existing REST APIs, so you can ship new application features fast without waiting on backend changes; Socket.IO: Realtime application framework (Node.JS server). Socket.IO enables real-time bidirectional event-based communication. It works on every platform, browser or device, focusing equally on reliability and speed.
Apollo belongs to "Platform as a Service" category of the tech stack, while Socket.IO can be primarily classified under "Realtime Backend / API".
"From the creators of Meteor" is the top reason why over 8 developers like Apollo, while over 186 developers mention "Real-time" as the leading cause for choosing Socket.IO.
Apollo and Socket.IO are both open source tools. It seems that Socket.IO with 46.7K GitHub stars and 8.53K forks on GitHub has more adoption than Apollo with 7.4K GitHub stars and 911 GitHub forks.
PedidosYa, Trello, and triGo GmbH are some of the popular companies that use Socket.IO, whereas Apollo is used by Impraise, Swat.io, and Policygenius. Socket.IO has a broader approval, being mentioned in 555 company stacks & 385 developers stacks; compared to Apollo, which is listed in 123 company stacks and 121 developer stacks.
What is Apollo?
What is Socket.IO?
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StackShare Feed is built entirely with React, Glamorous, and Apollo. One of our objectives with the public launch of the Feed was to enable a Server-side rendered (SSR) experience for our organic search traffic. When you visit the StackShare Feed, and you aren't logged in, you are delivered the Trending feed experience. We use an in-house Node.js rendering microservice to generate this HTML. This microservice needs to run and serve requests independent of our Rails web app. Up until recently, we had a mono-repo with our Rails and React code living happily together and all served from the same web process. In order to deploy our SSR app into a Heroku environment, we needed to split out our front-end application into a separate repo in GitHub. The driving factor in this decision was mostly due to limitations imposed by Heroku specifically with how processes can't communicate with each other. A new SSR app was created in Heroku and linked directly to the frontend repo so it stays in-sync with changes.
Related to this, we need a way to "deploy" our frontend changes to various server environments without building & releasing the entire Ruby application. We built a hybrid Amazon S3 Amazon CloudFront solution to host our Webpack bundles. A new CircleCI script builds the bundles and uploads them to S3. The final step in our rollout is to update some keys in Redis so our Rails app knows which bundles to serve. The result of these efforts were significant. Our frontend team now moves independently of our backend team, our build & release process takes only a few minutes, we are now using an edge CDN to serve JS assets, and we have pre-rendered React pages!
#StackDecisionsLaunch #SSR #Microservices #FrontEndRepoSplit
In my last side project, I built a web posting application that has similar features as Facebook and hosted on Heroku. The user can register an account, create posts, upload images and share with others. I took an advantage of graphql-subscriptions to handle realtime notifications in the comments section. Currently, I'm at the last stage of styling and building layouts.
For the #Backend I used graphql-yoga, Prisma, GraphQL with PostgreSQL database. For the #FrontEnd: React, styled-components with Apollo. The app is hosted on Heroku.
I use Socket.IO because using HTTP requests for a real-time multiplayer game just blows! Even with websockets, I had to scrunch the data being transmitted down to a bare minimum, and do some cheap compression tricks so that I can send data in JSON format. Otherwise, I would have to resort to sending binary data. I may end up doing that anyway when the time comes that I need to scale.
How do I use it? Each client opens a socket connection at startup. The server keeps track of these connections, and sends each client the visible portion of the Playfield repeatedly. The clients render this information, while sending requests and commands to the server (join,turn,fire,thrust,bomb,viewport change,etc.) in response to the player's actions. The server uses that to make adjustments to the player's ship on the Playfield.
Where we have browser support (recent Chrome, Firefox, and Safari), we make a WebSocket connection so that the server can push changes made by other people down to browsers listening on the appropriate channels. We use a modified version* of the Socket.io client and server libraries that allows us to keep many thousands of open WebSockets on each of our servers at very little cost in terms of CPU or memory usage. So when anything happens to a board you’re watching, that action is published to our server processes and propagated to your watching browser with very minimal latency, usually well under a second.
Socket.IO has a decent community footprint, including integrations with popular JS frameworks, and has fallbacks to maintain an app's services if websockets are not available for some reason. Websockets are an important factor in most of the web-facing apps I build, to provide asynchronous two-way communication between the app and whatever server or data source it is connected to.
Another one that we're not using, yet. But have realtime data updates within our applications and the central API will be a great bit of functionality that gives our clients more control and keep them informed of changes and updates in their stores, in real time.
Socket.io is used as our current multiplayer engine. The existing engine is very simplistic and only utilizes the websocket+http fallback transports and serves as a generic world/zone/screen grouping mechanism for displaying users to each other.
Apollo will be used to make requests to the GraphQL server and manage data handling/caching of responses.