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GoInstant
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Socket.IO

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GoInstant vs Socket.IO: What are the differences?

What is GoInstant? The realtime app development stack. It is a service for building web and mobile realtime apps easily. Simply add its library to your application to gain access to shared data storage, pub/sub messaging and more.

What is 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.

GoInstant and Socket.IO can be categorized as "Realtime Backend / API" tools.

Some of the features offered by GoInstant are:

  • Shared data storage
  • Pub/sub messaging
  • REST API

On the other hand, Socket.IO provides the following key features:

  • Real-time analytics - Push data to clients that gets represented as real-time counters, charts or logs.
  • Binary streaming - Starting in 1.0, it's possible to send any blob back and forth: image, audio, video.
  • Instant messaging and chat - Socket.IO's "Hello world" is a chat app in just a few lines of code.

"Easy to integrate" is the primary reason why developers consider GoInstant over the competitors, whereas "Real-time" was stated as the key factor in picking Socket.IO.

Socket.IO is an open source tool with 46.9K GitHub stars and 8.54K GitHub forks. Here's a link to Socket.IO's open source repository on GitHub.

- No public GitHub repository available -

What is GoInstant?

It is a service for building web and mobile realtime apps easily. Simply add its library to your application to gain access to shared data storage, pub/sub messaging and more.

What is Socket.IO?

It enables real-time bidirectional event-based communication. It works on every platform, browser or device, focusing equally on reliability and speed.
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        What are some alternatives to GoInstant and Socket.IO?
        Firebase
        Firebase is a cloud service designed to power real-time, collaborative applications. Simply add the Firebase library to your application to gain access to a shared data structure; any changes you make to that data are automatically synchronized with the Firebase cloud and with other clients within milliseconds.
        Pusher
        Pusher is the category leader in delightful APIs for app developers building communication and collaboration features.
        Google Cloud Pub/Sub
        Cloud Pub/Sub is a fully-managed real-time messaging service that allows you to send and receive messages between independent applications. You can leverage Cloud Pub/Sub’s flexibility to decouple systems and components hosted on Google Cloud Platform or elsewhere on the Internet.
        SignalR
        SignalR allows bi-directional communication between server and client. Servers can now push content to connected clients instantly as it becomes available. SignalR supports Web Sockets, and falls back to other compatible techniques for older browsers. SignalR includes APIs for connection management (for instance, connect and disconnect events), grouping connections, and authorization.
        PubNub
        PubNub makes it easy for you to add real-time capabilities to your apps, without worrying about the infrastructure. Build apps that allow your users to engage in real-time across mobile, browser, desktop and server.
        See all alternatives
        Decisions about GoInstant and Socket.IO
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        How developers use GoInstant and Socket.IO
        Avatar of Tony Manso
        Tony Manso uses Socket.IOSocket.IO

        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.

        Avatar of Trello
        Trello uses Socket.IOSocket.IO

        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.

        Avatar of Kent Steiner
        Kent Steiner uses Socket.IOSocket.IO

        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.

        Avatar of Andrew Gatenby
        Andrew Gatenby uses Socket.IOSocket.IO

        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.

        Avatar of AngeloR
        AngeloR uses Socket.IOSocket.IO

        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.

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