The Flux OSKit: a substrate for kernel and language research
Proceedings of the sixteenth ACM symposium on Operating systems principles
Goal-oriented programming, or composition using events, or threads considered harmful
Proceedings of the 8th ACM SIGOPS European workshop on Support for composing distributed applications
The peer sampling service: experimental evaluation of unstructured gossip-based implementations
Proceedings of the 5th ACM/IFIP/USENIX international conference on Middleware
Is Random Scheduling Sufficient in P2P Video Streaming?
ICDCS '08 Proceedings of the 2008 The 28th International Conference on Distributed Computing Systems
On the Optimal Scheduling of Streaming Applications in Unstructured Meshes
NETWORKING '09 Proceedings of the 8th International IFIP-TC 6 Networking Conference
T-Man: Gossip-based fast overlay topology construction
Computer Networks: The International Journal of Computer and Telecommunications Networking
FlightPath: obedience vs. choice in cooperative services
OSDI'08 Proceedings of the 8th USENIX conference on Operating systems design and implementation
IPTV over P2P streaming networks: the mesh-pull approach
IEEE Communications Magazine
Understanding the Power of Pull-Based Streaming Protocol: Can We Do Better?
IEEE Journal on Selected Areas in Communications
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Practical implementation of new P2P streaming systems requires a lot of coding and is often tedious and costly, slowing down the technology transfer from the research community to real users. GRAPES aims at solving this problem by providing a set of open-source components conceived as basic building blocks for building new P2P streaming applications which have in mind the savvy usage of network resources as well as the Quality of Experience of final users. GRAPES is designed to be usable in different environments and situations, to have a minimum set of pre-requisites and dependencies, and not to impose any particular constraints on applications using it. Our experience shows that GRAPES allows the rapid development of P2P streaming applications by writing a small amount of glue code to connect the desired functionalities. Some examples (including some simple P2P streamers) are also discussed as a means to show code usage.