Radar vs Socket.IO: What are the differences?
What is Radar? High level API and backend for writing web apps that use push messaging. Radar is built on top of engine.io, the next-generation backend for socket.io. It uses Redis for backend storage, though the assumption is that this is only for storing currently active data.
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.
Radar and Socket.IO can be primarily classified as "Realtime Backend / API" tools.
Some of the features offered by Radar are:
- Backend to multiple front-facing servers
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.
Radar and Socket.IO are both open source tools. It seems that Socket.IO with 46.9K GitHub stars and 8.54K forks on GitHub has more adoption than Radar with 209 GitHub stars and 35 GitHub forks.
What is Radar?
What is Socket.IO?
Need advice about which tool to choose?Ask the StackShare community!
Why do developers choose Radar?
Sign up to add, upvote and see more prosMake informed product decisions
What are the cons of using Radar?
Sign up to get full access to all the companiesMake informed product decisions
What tools integrate with Radar?
Sign up to get full access to all the tool integrationsMake informed product decisions
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.