MQTT: Not reliable delivery instead of TCP - tcp

Since the MQTT protocol flows over TCP the difference between the three QoS levels is quite subtle. In normal conditions TCP will ensure delivery and prevent duplicates.
I intend to use MQTT to send real-time data to mobile devices, but I don't need reliable delivery. Keeping battery consumption as low as possible is really important, so it would be great to avoid sending unnecessary messages (TCP's acknowledgements).
Would it be possible to implement MQTT over UDP, or other unreliable transport layer protocol? Is there any existing library doing this?

MQTT-S can run over UDP, but there aren't any publicly available libraries for it yet. Are you sure the battery usage is that much of a problem? There is a run down of some experiments done on MQTT power usage on Android at http://stephendnicholas.com/archives/219
I think that MQTT itself really makes use of the TCP delivery and ordering guarantees. I believe it would be very difficult to guarantee it working over UDP.

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Which transport protocol does DASH and WebRTC uses and why?

From what I've searched online DASH seems to use TCP and WebRTC seems to use UDP
Other than UDP being quicker than TCP I can't really think of a good reason why does WebRTC chooses to use UDP over TCP. From what I understand DASH uses TCP because reliability (aka pkt sequences) outweighs speed when it comes to video streaming.
Could anyone tell me a few reasons why they use different transport protocols?
Other than UDP being quicker than TCP ...
It's not. Packets don't magically travel faster if send with UDP nor does it inherently make better use of the bandwidth. In contrary - TCP tries to optimize for low overhead while UDP does not.
I can't really think of a good reason why does WebRTC chooses to use UDP over TCP.
WebRTC is for real time communication, i.e. audio, video data where it is essential that these data arrive with low latency. This is for example relevant for bidirectional voice and audio calls, where too much delay significantly impacts the quality of the call. Since retransmission of lost packets would cause too much delay, it is explicitly acceptable that packets are lost and the audio and video codecs are designed to deal with such packet loss, which adds some overhead.
DASH (Dynamic Adaptive Streaming over HTTP) instead has not that heavy real time requirements, since the use case is not bidirectional communication. This allows DASH to rely on the more robust TCP protocol which cares itself about retranmission of lost packets. Since DASH can assume that no data gets lost it also can use more efficient codecs and thus make more efficient use of bandwidth.

What are advantages of MQTT over TCP/IP? Since MQTT is based on TCP, Why don't we use TCP/IP instead of it?

I am studding the MQTT & TCP/IP protocol.
Since i'm able to know that, MQTT is based on the TCP so as the TCP/IP
& we refer MQTT though we have the TCP/IP Protocol.
Why don't we use TCP/IP instead of MQTT?
Is there any advantages of MQTT that makes it better solution than the TCP/IP protocol?
Which is more reliable & required less no of data packet to form a communication?
(Note : TCP/IP in the sense forming a network between 2 devices using normal TCP/IP protocol as in GSM modems "connect > transfer data > disconnect")
Is there any advantages of MQTT that makes it better solution than the TCP/IP protocol?
Yes, it offers things TCP doesn't offer, namely an application layer protocol. Other examples of such protocols are FTP, HTTP, SMTP.
You're asking the wrong question. IP makes sure you can send data to another machine, TCP makes sure this data is received in-order and acknowledged, and application-level protocols make sure you can make sense of the data you receive.
Without an application level protocol, you have no meaningful communication. Where each sockets programming example begins with "WriteLine" and "ReadLine" text message exchanges, that in itself is (albeit a very rudimentary) application level protocol, namely "client and server exchange text messages ending in a newline".
So, no, you cannot use TCP/IP without an application level protocol, because as soon as you start writing a program sending and/or receiving data, you have at that moment defined an application level protocol.
With its own problems. And that's why you shouldn't invent your own protocol, but use existing ones. Pick the one that suits your needs. Do you need to publish or subscribe messages to some broker, use MQTT.
Unless you know very well what you're doing, don't invent your own.
The benefits of using MQTT over TCP/IP far outweighs the data overhead it introduces. Also, MQTT was devised to solve a specific problem of getting sensor data from a remote system which could not be connected to the consumer of the sensor data all the time.

Which is better SMS,TCP,UDP for communication purposes on mobile phones?

I am developing an client server application on mobile phone and I would really appreciate to get some comparisons between each of them ..
UDP may be good for streaming audio/video, but I'd expect packet loss or reordering in the context of a mobile phone. In A/V applications you can often get away with this, but if you need data integrity and packet transmission confirmation, you'll have to use TCP or SMS.
TCP coordinates packet sequencing and ensures that all data are received in-order uncorrupted. If you can, use a higher-level protocol like HTTP (which usually runs over TCP) so that you can use existing libraries, and avoid the hassle of sockets programming. TCP is subject to higher latencies than UDP, as it requires the client to send back packet confirmations; however, since you're already working from a phone, I'd expect the increased reliability to be well-worth the cost in latency. TCP is the norm for client-server applications.
SMS is great for intrusive text alerts, but I don't believe it can even carry a binary payload reliably, packet length limitation is low, I'm not sure what kind of latency you can expect, and I don't know if any integration options are available if you were to ever want to port your application to anything but a cell phone. SMS was not designed for general-purpose internet communications; I'd avoid it unless you have good reason.

Is udp unicast faster than tcp?

I need to push 1000 small objects per second from a server program to 100 clients on a gigibit LAN so I need the fastest approach thanks.
I know the different between usp and TCP - I have a layer on top of udp to make it reliable and ordered.
Which should I use and why? Udp unicast or TCP. For router reason I can't use Udp multicast.
Thanks
Can the Clients communicate with each other? Ultimately you only have a limited number of wires out of your server, which limits your speed. Getting the clients to do some of the work of distribution gives you more wires and hence multiplies your speed more than any protocol change will.
TCP is essentially UDP with a reliability layer - exactly what you have. However TCP is implemented in hardware and is proven. Your reliability layer is in software (slower) and unproven (risky).
if you have a custom layer on top of UDP, then the performance of this will also need to be taken into account, when comparing against TCP - so I don't think anyone on SO will be able to give you a definitive answer.
I think the only way you'll be sure is to test both solutions thoroughly in the most realistic environment possible
Definitively, UDP unicast, as you have a reliable layer on top of it. the problem with TCP, is that you can not control it's speed from the PUSH server. It depends on many algorithms coded in the stack. With UDP, you can send as fast as the server can. That is the client that should cope with that speed.
This of course let apart the standard 'UDP is not reliable' part as it seems you have solved that :)
my2c.
PS: UDP multicast rules, what a pity network hardware is so badly configured ;)
The performance depends on your layer on top of UDP. If your layer reinvents TCP with three-way handshakes, congestion windows, sequence numbers and so on, then the performance could be worse.
Otherwise UDP should be faster.
(1000 small objects per second to 100 clients is not that much, IMHO)

When is it appropriate to use UDP instead of TCP? [closed]

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Since TCP guarantees packet delivery and thus can be considered "reliable", whereas UDP doesn't guarantee anything and packets can be lost. What would be the advantage of transmitting data using UDP in an application rather than over a TCP stream? In what kind of situations would UDP be the better choice, and why?
I'm assuming that UDP is faster since it doesn't have the overhead of creating and maintaining a stream, but wouldn't that be irrelevant if some data never reaches its destination?
This is one of my favorite questions. UDP is so misunderstood.
In situations where you really want to get a simple answer to another server quickly, UDP works best. In general, you want the answer to be in one response packet, and you are prepared to implement your own protocol for reliability or to resend. DNS is the perfect description of this use case. The costs of connection setups are way too high (yet, DNS
does support a TCP mode as well).
Another case is when you are delivering data that can be lost because newer data coming in will replace that previous data/state. Weather data, video streaming, a stock quotation service (not used for actual trading), or gaming data comes to mind.
Another case is when you are managing a tremendous amount of state and you want to avoid using TCP because the OS cannot handle that many sessions. This is a rare case today. In fact, there are now user-land TCP stacks that can be used so that the application writer may have finer grained control over the resources needed for that TCP state. Prior to 2003, UDP was really the only game in town.
One other case is for multicast traffic. UDP can be multicasted to multiple hosts whereas TCP cannot do this at all.
If a TCP packet is lost, it will be resent. That is not handy for applications that rely on data being handled in a specific order in real time.
Examples include video streaming and especially VoIP (e.g. Skype). In those instances, however, a dropped packet is not such a big deal: our senses aren't perfect, so we may not even notice. That is why these types of applications use UDP instead of TCP.
The "unreliability" of UDP is a formalism. Transmission isn't absolutely guaranteed. As a practical matter, they almost always get through. They just aren't acknowledged and retried after a timeout.
The overhead in negotiating for a TCP socket and handshaking the TCP packets is huge. Really huge. There is no appreciable UDP overhead.
Most importantly, you can easily supplement UDP with some reliable delivery hand-shaking that's less overhead than TCP. Read this: http://en.wikipedia.org/wiki/Reliable_User_Datagram_Protocol
UDP is useful for broadcasting information in a publish-subscribe kind of application. IIRC, TIBCO makes heavy use of UDP for notification of state change.
Any other kind of one-way "significant event" or "logging" activity can be handled nicely with UDP packets. You want to send notification without constructing an entire socket. You don't expect any response from the various listeners.
System "heartbeat" or "I'm alive" messages are a good choice, also. Missing one isn't a crisis. Missing half a dozen (in a row) is.
I work on a product that supports both UDP (IP) and TCP/IP communication between client and server. It started out with IPX over 15 years ago with IP support added 13 years ago. We added TCP/IP support 3 or 4 years ago. Wild guess coming up: The UDP to TCP code ratio is probably about 80/20. The product is a database server, so reliability is critical. We have to handle all of the issues imposed by UDP (packet loss, packet doubling, packet order, etc.) already mentioned in other answers. There are rarely any problems, but they do sometimes occur and so must be handled. The benefit to supporting UDP is that we are able to customize it a bit to our own usage and tweak a bit more performance out of it.
Every network is going to be different, but the UDP communication protocol is generally a little bit faster for us. The skeptical reader will rightly question whether we implemented everything correctly. Plus, what can you expect from a guy with a 2 digit rep? Nonetheless, I just now ran a test out of curiosity. The test read 1 million records (select * from sometable). I set the number of records to return with each individual client request to be 1, 10, and then 100 (three test runs with each protocol). The server was only two hops away over a 100Mbit LAN. The numbers seemed to agree with what others have found in the past (UDP is about 5% faster in most situations). The total times in milliseconds were as follows for this particular test:
1 record
IP: 390,760 ms
TCP: 416,903 ms
10 records
IP: 91,707 ms
TCP: 95,662 ms
100 records
IP: 29,664 ms
TCP: 30,968 ms
The total data amount transmitted was about the same for both IP and TCP. We have extra overhead with the UDP communications because we have some of the same stuff that you get for "free" with TCP/IP (checksums, sequence numbers, etc.). For example, Wireshark showed that a request for the next set of records was 80 bytes with UDP and 84 bytes with TCP.
There are already many good answers here, but I would like to add one very important factor as well as a summary. UDP can achieve a much higher throughput with the correct tuning because it does not employ congestion control. Congestion control in TCP is very very important. It controls the rate and throughput of the connection in order to minimize network congestion by trying to estimate the current capacity of the connection. Even when packets are sent over very reliable links, such as in the core network, routers have limited size buffers. These buffers fill up to their capacity and packets are then dropped, and TCP notices this drop through the lack of a received acknowledgement, thereby throttling the speed of the connection to the estimation of the capacity. TCP also employs something called slow start, but the throughput (actually the congestion window) is slowly increased until packets are dropped, and is then lowered and slowly increased again until packets are dropped etc. This causes the TCP throughput to fluctuate. You can see this clearly when you download a large file.
Because UDP is not using congestion control it can be both faster and experience less delay because it will not seek to maximize the buffers up to the dropping point, i.e. UDP packets are spending less time in buffers and get there faster with less delay. Because UDP does not employ congestion control, but TCP does, it can take away capacity from TCP that yields to UDP flows.
UDP is still vulnerable to congestion and packet drops though, so your application has to be prepared to handle these complications somehow, likely using retransmission or error correcting codes.
The result is that UDP can:
Achieve higher throughput than TCP as long as the network drop rate is within limits that the application can handle.
Deliver packets faster than TCP with less delay.
Setup connections faster as there are no initial handshake to setup the connection
Transmit multicast packets, whereas TCP have to use multiple connections.
Transmit fixed size packets, whereas TCP transmit data in segments. If you transfer a UDP packet of 300 Bytes, you will receive 300 Bytes at the other end. With TCP, you may feed the sending socket 300 Bytes, but the receiver only reads 100 Bytes, and you have to figure out somehow that there are 200 more Bytes on the way. This is important if your application transmit fixed size messages, rather than a stream of bytes.
In summary, UDP can be used for every type of application that TCP can, as long as you also implement a proper retransmission mechanism. UDP can be very fast, has less delay, is not affected by congestion on a connection basis, transmits fixed sized datagrams, and can be used for multicasting.
UDP is a connection-less protocol and is used in protocols like SNMP and DNS in which data packets arriving out of order is acceptable and immediate transmission of the data packet matters.
It is used in SNMP since network management must often be done when the network is in stress i.e. when reliable, congestion-controlled data transfer is difficult to achieve.
It is used in DNS since it does not involve connection establishment, thereby avoiding connection establishment delays.
cheers
UDP does have less overhead and is good for doing things like streaming real time data like audio or video, or in any case where it is ok if data is lost.
One of the best answer I know of for this question comes from user zAy0LfpBZLC8mAC at Hacker News. This answer is so good I'm just going to quote it as-is.
TCP has head-of-queue blocking, as it guarantees complete and in-order
delivery, so when a packet gets lost in transit, it has to wait for a
retransmit of the missing packet, whereas UDP delivers packets to the
application as they arrive, including duplicates and without any
guarantee that a packet arrives at all or which order they arrive (it
really is essentially IP with port numbers and an (optional) payload
checksum added), but that is fine for telephony, for example, where it
usually simply doesn't matter when a few milliseconds of audio are
missing, but delay is very annoying, so you don't bother with
retransmits, you just drop any duplicates, sort reordered packets into
the right order for a few hundred milliseconds of jitter buffer, and
if packets don't show up in time or at all, they are simply skipped,
possible interpolated where supported by the codec.
Also, a major part of TCP is flow control, to make sure you get as
much througput as possible, but without overloading the network (which
is kinda redundant, as an overloaded network will drop your packets,
which means you'd have to do retransmits, which hurts throughput), UDP
doesn't have any of that - which makes sense for applications like
telephony, as telephony with a given codec needs a certain amount of
bandwidth, you can not "slow it down", and additional bandwidth also
doesn't make the call go faster.
In addition to realtime/low latency applications, UDP makes sense for
really small transactions, such as DNS lookups, simply because it
doesn't have the TCP connection establishment and teardown overhead,
both in terms of latency and in terms of bandwidth use. If your
request is smaller than a typical MTU and the repsonse probably is,
too, you can be done in one roundtrip, with no need to keep any state
at the server, and flow control als ordering and all that probably
isn't particularly useful for such uses either.
And then, you can use UDP to build your own TCP replacements, of
course, but it's probably not a good idea without some deep
understanding of network dynamics, modern TCP algorithms are pretty
sophisticated.
Also, I guess it should be mentioned that there is more than UDP and
TCP, such as SCTP and DCCP. The only problem currently is that the
(IPv4) internet is full of NAT gateways which make it impossible to
use protocols other than UDP and TCP in end-user applications.
Video streaming is a perfect example of using UDP.
UDP has lower overhead, as stated already is good for streaming things like video and audio where it is better to just lose a packet then try to resend and catch up.
There are no guarantees on TCP delivery, you are simply supposed to be told if the socket disconnected or basically if the data is not going to arrive. Otherwise it gets there when it gets there.
A big thing that people forget is that udp is packet based, and tcp is bytestream based, there is no guarantee that the "tcp packet" you sent is the packet that shows up on the other end, it can be dissected into as many packets as the routers and stacks desire. So your software has the additional overhead of parsing bytes back into usable chunks of data, that can take a fair amount of overhead. UDP can be out of order so you have to number your packets or use some other mechanism to re-order them if you care to do so. But if you get that udp packet it arrives with all the same bytes in the same order as it left, no changes. So the term udp packet makes sense but tcp packet doesnt necessarily. TCP has its own re-try and ordering mechanism that is hidden from your application, you can re-invent that with UDP to tailor it to your needs.
UDP is far easier to write code for on both ends, basically because you do not have to make and maintain the point to point connections. My question is typically where are the situations where you would want the TCP overhead? And if you take shortcuts like assuming a tcp "packet" received is the complete packet that was sent, are you better off? (you are likely to throw away two packets if you bother to check the length/content)
Network communication for video games is almost always done over UDP.
Speed is of utmost importance and it doesn't really matter if updates are missed since each update contains the complete current state of what the player can see.
The key question was related to "what kind of situations would UDP be the better choice [over tcp]"
There are many great answers above but what is lacking is any formal, objective assessment of the impact of transport uncertainty upon TCP performance.
With the massive growth of mobile applications, and the "occasionally connected" or "occasionally disconnected" paradigms that go with them, there are certainly situations where the overhead of TCP's attempts to maintain a connection when connections are hard to come by leads to a strong case for UDP and its "message oriented" nature.
Now I don't have the math/research/numbers on this, but I have produced apps that have worked more reliably using and ACK/NAK and message numbering over UDP than could be achieved with TCP when connectivity was generally poor and poor old TCP just spent it's time and my client's money just trying to connect. You get this in regional and rural areas of many western countries....
In some cases, which others have highlighted, guaranteed arrival of packets isn't important, and hence using UDP is fine. There are other cases where UDP is preferable to TCP.
One unique case where you would want to use UDP instead of TCP is where you are tunneling TCP over another protocol (e.g. tunnels, virtual networks, etc.). If you tunnel TCP over TCP, the congestion controls of each will interfere with each other. Hence one generally prefers to tunnel TCP over UDP (or some other stateless protocol). See TechRepublic article: Understanding TCP Over TCP: Effects of TCP Tunneling on End-to-End Throughput and Latency.
UDP can be used when an app cares more about "real-time" data instead of exact data replication. For example, VOIP can use UDP and the app will worry about re-ordering packets, but in the end VOIP doesn't need every single packet, but more importantly needs a continuous flow of many of them. Maybe you here a "glitch" in the voice quality, but the main purpose is that you get the message and not that it is recreated perfectly on the other side. UDP is also used in situations where the expense of creating a connection and syncing with TCP outweighs the payload. DNS queries are a perfect example. One packet out, one packet back, per query. If using TCP this would be much more intensive. If you dont' get the DNS response back, you just retry.
UDP when speed is necessary and the accuracy if the packets is not, and TCP when you need accuracy.
UDP is often harder in that you must write your program in such a way that it is not dependent on the accuracy of the packets.
It's not always clear cut. However, if you need guaranteed delivery of packets with no loss and in the right sequence then TCP is probably what you want.
On the other hand UDP is appropriate for transmitting short packets of information where the sequence of the information is less important or where the data can fit into a single
packet.
It's also appropriate when you want to broadcast the same information to many users.
Other times, it's appropriate when you are sending sequenced data but if some of it goes
missing you're not too concerned (e.g. a VOIP application).
Some protocols are more complex because what's needed are some (but not all) of the features of TCP, but more than what UDP provides. That's where the application layer has to
implement the additional functionality. In those cases, UDP is also appropriate (e.g. Internet radio, order is important but not every packet needs to get through).
Examples of where it is/could be used
1) A time server broadcasting the correct time to a bunch of machines on a LAN.
2) VOIP protocols
3) DNS lookups
4) Requesting LAN services e.g. where are you?
5) Internet radio
6) and many others...
On unix you can type grep udp /etc/services to get a list of UDP protocols implemented
today... there are hundreds.
Look at section 22.4 of Steven's Unix Network Programming, "When to Use UDP Instead of TCP".
Also, see this other SO answer about the misconception that UDP is always faster than TCP.
What Steven's says can be summed up as follows:
Use UDP for broadcast and multicast since that is your only option ( use multicast for any new apps )
You can use UDP for simple request / reply apps, but you'll need to build in your own acks, timeouts and retransmissions
Don't use UDP for bulk data transfer.
We know that the UDP is a connection-less protocol, so it is
suitable for process that require simple request-response communication.
suitable for process which has internal flow ,error control
suitable for broad casting and multicasting
Specific examples:
used in SNMP
used for some route updating protocols such as RIP
Comparing TCP with UDP, connection-less protocols like UDP assure speed, but not reliability of packet transmission.
For example in video games typically don't need a reliable network but the speed is the most important and using UDP for games has the advantage of reducing network delay.
You want to use UDP over TCP in the cases where losing some of the data along the way will not completely ruin the data being transmitted. A lot of its uses are in real-time applications, such as gaming (i.e., FPS, where you don't always have to know where every player is at any given time, and if you lose a few packets along the way, new data will correctly tell you where the players are anyway), and real-time video streaming (one corrupt frame isn't going to ruin the viewing experience).
We have web service that has thousands of winforms client in as many PCs. The PCs have no connection with DB backend, all access is via the web service. So we decided to develop a central logging server that listens on a UDP port and all the clients sends an xml error log packet (using log4net UDP appender) that gets dumped to a DB table upon received. Since we don't really care if a few error logs are missed and with thousands of client it is fast with a dedicated logging service not loading the main web service.
I'm a bit reluctant to suggest UDP when TCP could possibly work. The problem is that if TCP isn't working for some reason, because the connection is too laggy or congested, changing the application to use UDP is unlikely to help. A bad connection is bad for UDP too. TCP already does a very good job of minimizing congestion.
The only case I can think of where UDP is required is for broadcast protocols. In cases where an application involves two, known hosts, UDP will likely only offer marginal performance benefits for substantially increased costs of code complexity.
Only use UDP if you really know what you are doing. UDP is in extremely rare cases today, but the number of (even very experienced) experts who would try to stick it everywhere seems to be out of proportion. Perhaps they enjoy implementing error-handling and connection maintenance code themselves.
TCP should be expected to be much faster with modern network interface cards due to what's known as checksum imprint. Surprisingly, at fast connection speeds (such as 1Gbps) computing a checksum would be a big load for a CPU so it is offloaded to NIC hardware that recognizes TCP packets for imprint, and it won't offer you the same service.
UDP is perfect for VoIP addressed where data packet has to be sent regard less its reliability...
Video chatting is an example of UDP (you can check it by wireshark network capture during any video chatting)..
Also TCP doesn't work with DNS and SNMP protocols.
UDP does not have any overhead while TCP have lots of Overhead

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