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TCP vs UDP

TCP is a reliable ordered stream. UDP is datagrams. You do not “just use UDP” for a file upload.

What is TCP vs UDP?

TCP gives you a connection, retransmission, and order. UDP gives you packets that may vanish or reorder, with less delay. Games and live media sometimes want UDP. APIs, databases, and file transfer want TCP (usually via HTTP or TLS).

Why does TCP vs UDP matter when vibe coding?

Models switch to UDP because it is “faster” and then rebuild TCP badly. Or they ignore loss. Name why you would give up reliability.

How do you do TCP vs UDP?

Default TCP. Choose UDP only for data that can be lost or replaced by the next update (position, voice). If you need both low latency and reliability, say which messages are which.

How do you ask a model for TCP vs UDP?

Use TCP for (API or file). Do not switch it to UDP. If a game position update can drop, use UDP for that stream only and keep reliable events on TCP.

What goes wrong with TCP vs UDP?

Assuming TCP message boundaries. TCP is a stream. Frame your messages or you will split JSON in half.

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