Web Communication Protocols
1. HTTP (Hypertext Transfer Protocol)
Theory
HTTP is a request-response protocol where the client (browser) sends a request to the server, and the server responds with the requested data. It is stateless, meaning each request is independent.
Use Cases
✅ Static content delivery (HTML, CSS, JS, images, videos).
✅ RESTful APIs for client-server communication.
✅ CRUD operations (Create, Read, Update, Delete).
Limitations
❌ No real-time updates without polling or websockets.
❌ Each request establishes a new connection, adding latency.
2. WebSockets
Theory
WebSockets provide a persistent, full-duplex communication channel between the client and server over a single TCP connection. Unlike HTTP, WebSockets enable real-time bidirectional communication.
Use Cases
✅ Chat applications (Slack, WhatsApp, Messenger).
✅ Live notifications and real-time stock market updates.
✅ Multiplayer gaming (instant interactions between players).
✅ Collaborative tools (Google Docs-style live editing).
✅ Video/audio streaming.
Limitations
❌ Not ideal for one-time or infrequent updates.
❌ Requires more server resources due to persistent connections.
❌ WebSocket connections may be blocked by certain firewalls or proxies.
3. HTTP Polling
Theory
HTTP Polling is a technique where the client periodically sends requests to the server to check for updates. The server responds with the latest data (if any).
Use Cases
✅ When WebSockets are not supported but real-time updates are needed.
✅ Less frequent updates (e.g., refreshing a dashboard every 30 seconds).
✅ Environments where long-lived connections are not feasible.
Limitations
❌ Higher server load due to frequent requests.
❌ Increased latency since updates arrive only on the next request cycle.
❌ Inefficient for high-frequency real-time data.
4. SSE (Server-Sent Events)
Theory
SSE is a one-way communication method where the server pushes updates to the client over an HTTP connection. The connection remains open, and the server sends data when available.
Use Cases
✅ Live feeds (news updates, sports scores).
✅ Stock market updates where only the client needs to receive data.
✅ Real-time notifications that don’t require two-way communication.
✅ Realtime analytics dashboards.
Limitations
❌ Only supports server-to-client communication (not bidirectional).
❌ Limited browser support (mainly works well in modern browsers).
❌ Less scalable compared to WebSockets for very high concurrency.
Comparison Table
Feature | HTTP | WebSockets | HTTP Polling | SSE |
---|---|---|---|---|
Real-time | ❌ No | ✅ Yes | ⚠️ Delayed | ✅ Yes (one-way) |
Bidirectional | ❌ No | ✅ Yes | ❌ No | ❌ No |
Efficiency | ⚠️ Medium | ✅ High | ❌ Low (high overhead) | ✅ High |
Use Case | Static content, APIs | Chat, notifications, games | Periodic updates | Live updates |
Latency | High | Low | Medium-High | Low |
Scalability | High | Medium | Low | Medium |
When to Use What?
- Use HTTP for standard web page requests and API calls.
- Use WebSockets for real-time, bidirectional communication like chat apps and multiplayer games.
- Use HTTP Polling when WebSockets are not an option and occasional updates are needed.
- Use SSE for real-time server-to-client updates where bidirectional communication is unnecessary.