MEMORY HIERARCHY SIMULATION

▸ Building the pyramid: registers · L1 · L2 · L3 · RAM · disk…
▸ Loading real latencies (≈1 → millions of cycles)
▸ Initializing the cache & LRU eviction policy
▸ Generating access patterns (sequential · scattered · hot loop)
▸ Calibrating hit / miss counters & average latency…
▸ Ready — Online. ✅
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⌂ Mind & Machine

Simulation room Memory hierarchy & Cache

Memory Hierarchy
Online
hit/miss · locality · latency
Hit rate & latency
🎲 Mixed access
Accesses
Hits L1·L2·L3
Misses (→RAM)
Hit rate
Avg latency
Served from
Notes
A computer arranges memory into many tiers: the closer to the CPU, the faster but smaller & pricier. The cache keeps copies of hot data so most accesses hit a fast tier; only a small fraction must go to RAM/disk. Whether a program is fast or slow depends on the locality of its accesses.
Pick a "Scenario" to change the access PATTERN (sequential · scattered · hot loop · too large · cold) · watch the packet descend to find data (hit=green, miss=red) · click a tier/concept for details
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Hit rate & average latency over time hit rateavg latency