============================================================ Caching algorithms implemented in this simulator: * cache_LRU * cache_LFU * cache_SIZE * cache_PARTITIONING "cache_PARTITIONING" will be explained below. For others, you must have known them already. ============================================================ The following two parameters are used for ALL caching algorithms. * size The size of the cache, in "percentage of total unique object size". "0.1" means "10%". * threshold Objects with sizes greater than "threshold" will not be cached. ============================================================ The following parameters are used for "cache_PARTITIONING" ONLY. * partition_ratio * upgrading_threshold * window_size * throw_away In "cache_PARTITIONING", cache space is partitioned into two parts: Common Room and VIP Room. Common Room is used to hold objects first entering the cache. VIP Room is reserved for those objects which are reused in the past. (Because reused objects seem to have higher potential to be used again in the future.) The "partition_ratio" specifies how much space of the cache is used as Common Room. An object that is requested for the first time will be put in Common Room. When an object is reused for "upgrading_threshold" times, it will be shifted to VIP Room. When an object is evicted (replaced out) from Common Room, it will be thrown away immediately. But when an object is evicted from VIP Room, we have two choices: either throw it away from cache, or down-grade it to Common Room. The parameter "throw_away" is used for this purpose. If the value of this parameter is "1", then the object evicted from VIP Room will be thrown away from cache immeidately. The parameter "window_size" is not used in this version of simulator. ============================================================ For more complete information, please refer to the program source.