--- title: "W04. Send and Receive Binary Frames" order: 54 status: "draft" --- WebSocket has two frame types: text and binary. JSON and plain text go in text frames; images and raw protocol bytes go in binary. In cpp-httplib, `send()` picks the right type via overload. ## How to pick a frame type ```cpp ws.send(std::string("Hello")); // text ws.send("Hello", 5); // binary ws.send(binary_data, binary_data_size); // binary ``` The `std::string` overload sends as **text**. The `const char*` + size overload sends as **binary**. A bit subtle, but once you know it, it sticks. If you have a `std::string` and want to send it as binary, pass `.data()` and `.size()` explicitly. ```cpp std::string raw = build_binary_payload(); ws.send(raw.data(), raw.size()); // binary frame ``` ## Detect frame type on receive The return value of `ws.read()` tells you whether the received frame was text or binary. ```cpp std::string msg; auto result = ws.read(msg); switch (result) { case httplib::ws::ReadResult::Text: std::cout << "text: " << msg << std::endl; break; case httplib::ws::ReadResult::Binary: std::cout << "binary: " << msg.size() << " bytes" << std::endl; handle_binary(msg.data(), msg.size()); break; case httplib::ws::ReadResult::Fail: // error or closed break; } ``` Binary frames still come back in a `std::string`, but treat its contents as raw bytes — use `msg.data()` and `msg.size()`. ## When binary is the right call - **Images, video, audio**: No Base64 overhead - **Custom protocols**: protobuf, MessagePack, or any structured binary format - **Game networking**: When latency matters - **Sensor data streams**: Push numeric arrays directly ## Ping is binary-ish, but hidden WebSocket Ping/Pong frames are close cousins of binary frames at the opcode level, but cpp-httplib handles them automatically — you don't touch them. See W02. Set a WebSocket Heartbeat. ## Example: send an image ```cpp // Server: push an image svr.WebSocket("/image", [](const auto &req, auto &ws) { auto img = read_image_file("logo.png"); ws.send(img.data(), img.size()); }); ``` ```cpp // Client: receive and save httplib::ws::WebSocketClient cli("ws://localhost:8080/image"); cli.connect(); std::string buf; if (cli.read(buf) == httplib::ws::ReadResult::Binary) { std::ofstream ofs("received.png", std::ios::binary); ofs.write(buf.data(), buf.size()); } ``` You can mix text and binary in the same connection. A common pattern: JSON for control messages, binary for the actual data — you get efficient handling of metadata and payload both. > **Note:** WebSocket frames don't have an infinite size limit. For very large data, chunk it in your application code. cpp-httplib can handle a big frame in one shot, but it does load it all into memory at once.