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Real Time Data and Communication Questions

Covers designing and implementing real time client server communication and data flows. Topics include transport mechanisms such as WebSockets, Server Sent Events, long polling and regular polling with appropriate intervals; connection lifecycle management including reconnection strategies, exponential backoff, and error recovery; data synchronization patterns including optimistic updates, conflict resolution, reconciliation strategies, and eventual consistency; offline first approaches, caching strategies, and state reconciliation when network connectivity is restored. Also includes streaming concerns such as memory management, backpressure, batching and windowing, message ordering and idempotency, sequencing and versioning, and techniques for broadcasting and multicasting data to multiple clients using pub sub or message broker architectures. Considerations for authentication and authorization over realtime channels, scalability and load balancing for persistent connections, monitoring and observability, and trade offs between latency, consistency and throughput are also assessed. Candidates may be asked to design end to end solutions, justify technology choices, and explain implementation details and failure modes.

HardTechnical
46 practiced
Design and provide pseudocode for a server-side backpressure policy that, upon crossing a memory threshold, selectively drops, compresses, or aggregates messages per-client priority. The policy should preserve high-priority messages, emit metrics for dropped messages, and support graceful degradation. Explain rollout strategy and safety guards to avoid broad customer impact.
EasyTechnical
44 practiced
You need to implement a live sports score update feed (server-to-client streaming, many clients) with low latency but mostly one-way data. Between SSE and WebSockets which would you choose and why? Consider scalability, proxies/CDNs, mobile clients, TLS, automatic reconnection behavior, and how to implement efficient fan-out to many clients.
HardTechnical
66 practiced
Case study: Choose an end-to-end technology stack for a realtime multiplayer game (60Hz position updates, server-authoritative physics, up to 20k concurrent players). Justify choices for transport (UDP vs TCP/WebSocket), server runtime (language/framework), networking model, serialization format, broker or matchmaker, and strategies for cheat-prevention and latency compensation.
EasyTechnical
45 practiced
Compare WebSockets, Server-Sent Events (SSE), long polling, and regular polling for real-time client-server communication. For each transport explain: connection model (half/full-duplex), typical latency characteristics, browser/proxy support, server resource implications, and common use-cases (e.g., collaborative editing, live notifications, stock tickers). Conclude with recommended transport(s) for (a) a live chat app and (b) a server-to-many broadcasting system.
MediumTechnical
63 practiced
Explain how HTTP/2 and HTTP/3 change realtime streaming options compared to HTTP/1.1. Discuss multiplexing, server push, header compression, connection coalescing, and the impact on long-lived connections like SSE. When might you prefer HTTP/2/3 streaming over raw WebSockets?

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