============================================================
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.