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Socket.IO
Socket.IO

3.4K
2.2K
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uWebSockets
uWebSockets

2
1
+ 1
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Socket.IO vs uWebSockets: What are the differences?

Developers describe Socket.IO as "Realtime application framework (Node.JS server)". It enables real-time bidirectional event-based communication. It works on every platform, browser or device, focusing equally on reliability and speed. On the other hand, uWebSockets is detailed as "Simple, secure & standards compliant web I/O for the most demanding of applications". It is a simple to use yet thoroughly optimized implementation of HTTP and WebSockets. It comes with built-in pub/sub support, HTTP routing, TLS 1.3, IPv6, permessage-deflate and is battle tested as one of the most popular implementations, reaching many end-users daily.

Socket.IO and uWebSockets can be primarily classified as "Realtime Backend / API" tools.

Some of the features offered by Socket.IO are:

  • 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.

On the other hand, uWebSockets provides the following key features:

  • HTTP and Websockets
  • Built-in pub/sub support
  • HTTP routing

Socket.IO and uWebSockets are both open source tools. Socket.IO with 47.7K GitHub stars and 8.68K forks on GitHub appears to be more popular than uWebSockets with 10.9K GitHub stars and 1.07K GitHub forks.

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.

What is uWebSockets?

It is a simple to use yet thoroughly optimized implementation of HTTP and WebSockets. It comes with built-in pub/sub support, HTTP routing, TLS 1.3, IPv6, permessage-deflate and is battle tested as one of the most popular implementations, reaching many end-users daily.
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        What are some alternatives to Socket.IO and uWebSockets?
        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.
        SocketCluster
        SocketCluster is a fast, highly scalable HTTP + realtime server engine which lets you build multi-process realtime servers that make use of all CPU cores on a machine/instance. It removes the limitations of having to run your Node.js server as a single thread and makes your backend resilient by automatically recovering from worker crashes and aggregating errors into a central log.
        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.
        Pusher
        Pusher is the category leader in delightful APIs for app developers building communication and collaboration features.
        ExpressJS
        Express is a minimal and flexible node.js web application framework, providing a robust set of features for building single and multi-page, and hybrid web applications.
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        Decisions about Socket.IO and uWebSockets
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        How developers use Socket.IO and uWebSockets
        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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