From c36c0644a1f8bb303382e63db7c738c90ea8f2da Mon Sep 17 00:00:00 2001 From: Antigravity Agent Date: Thu, 30 Apr 2026 22:42:02 +0900 Subject: [PATCH] [G1-Sync] Manual knowledge update --- .../Topics/00_Raw/conversations/2026-04-30.md | 12 +- .../React_Clean_Code_Best_Practices.md | 4 +- .../React_Hooks_Deep_Dive.md | 6 +- .../01_Frontend_Mastery/React_Mental_Model.md | 8 +- .../React_Performance_Optimization.md | 6 +- .../React_State_Management_Strategy.md | 8 +- .../React_Testing_Strategy.md | 4 +- .../TypeScript_Type_Safety.md | 2 +- .../WebWorker_Performance.md | 4 +- .../API_Communication_Patterns.md | 4 +- .../Component_Design_Patterns.md | 8 +- .../Separation_of_Concerns.md | 8 +- .../Single_Source_of_Truth.md | 8 +- .../Systemic_Simulation_Principles.md | 4 +- .../Deployment_Final_Gate.md | 6 +- .../DevOps_Environment_Setup.md | 2 +- .../Git_Operation_Protocol.md | 8 +- .../Modern_Environment_Ecosystem.md | 6 +- .../Tetris_Project_Retrospective.md | 8 +- 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.../Topics/Economics & Algorithms/Fortnite.md | 4 +- .../Game of War- Fire Age BM 구조.md | 10 +- ...e of War- Fire Age BM 및 게임 구조 분석.md | 16 +-- .../Game of War- Fire Age BM.md | 8 +- .../Hedera(HCS 및 Fauxkens).md | 2 +- .../Kick-back System.md | 4 +- .../LTV (Lifetime Value).md | 4 +- .../Lifetime Value (LTV).md | 4 +- .../Love and Deepspace.md | 2 +- .../MMORPG 영속적 세계와 자원 관리.md | 2 +- .../Machinations 라이브옵스 데이터 연동.md | 8 +- .../Machinations(토크노믹스 시뮬레이션).md | 6 +- .../Economics & Algorithms/Machinations.md | 4 +- .../Market Entry Strategy.md | 6 +- .../Monetization (BM).md | 10 +- .../Monetization Strategy.md | 16 +-- .../Monetization at the Point of Friction.md | 8 +- ...GO! 및 Royal Match의 라이브 이벤트 구조.md | 4 +- .../Economics & Algorithms/Monopoly GO!.md | 4 +- .../Economics & Algorithms/Play-and-Earn.md | 2 +- .../Profitability Framework.md | 4 +- .../Project Awakening(CCP Games).md | 2 +- .../Topics/Economics & Algorithms/Roblox.md | 6 +- .../Supercell의 모바일 게임 개발.md | 4 +- .../Economics & Algorithms/Triple Match 3D.md | 2 +- .../Economics & Algorithms/Whale Hunting.md | 4 +- .../Willingness to Pay (WTP).md | 6 +- ...버-그레인저 방법 (Gabor-Granger Method).md | 6 +- ...이션 및 사전 검증(Virtual Economy Simulation).md | 8 +- ...상 경제 시스템(Virtual Economy System).md | 6 +- .../가상 경제 시스템.md | 8 +- .../가상 경제 시스템의 구조적 무결성 분석.md | 8 +- ... 경제 인플레이션(Game Economy Inflation).md | 4 +- ...제 인플레이션(Virtual Economy Inflation).md | 4 +- .../가상 경제 인플레이션.md | 4 +- .../가상 경제(Virtual Economy).md | 8 +- .../Economics & Algorithms/가상 경제.md | 4 +- .../가차(Gacha) 시스템.md | 4 +- .../Economics & Algorithms/가차(Gacha).md | 2 +- .../가챠(Gacha) 시스템.md | 2 +- .../게임 경제 균형(Game Economy Balance).md | 6 +- .../게임 경제 밸런스(Game Balance).md | 6 +- .../게임 경제 설계(Game Economy Design).md | 8 +- .../Economics & Algorithms/게임 경제 설계.md | 8 +- ... 경제 인플레이션(Game Economy Inflation).md | 6 +- .../게임 내 광고(IAA).md | 4 +- .../게임 데이터 분석(Game Analytics).md | 4 +- .../Economics & Algorithms/게임 밸런싱.md | 8 +- ...게임 수익화 전략(Monetization Strategy).md | 8 +- .../게임 수익화 전략.md | 10 +- .../게임파이(GameFi).md | 4 +- .../결제 사용자당 평균 매출(ARPPU).md | 2 +- .../경제 밸런싱(Economic Balancing).md | 6 +- .../고객 유지율(Retention).md | 2 +- .../고객 평생 가치(LTV).md | 2 +- .../과금 의향 (Willingness to Pay).md | 6 +- .../관리자 상점(Admin Shop).md | 6 +- .../기간 한정 제안(Limited-time offers).md | 4 +- .../뉴 월드(New World).md | 2 +- .../다중 게임 경제(Multi-Game Economies).md | 4 +- ... 게임 구독 모델(Multigame Subscriptions).md | 6 +- ...다중 통화 시스템(Multi-Currency System).md | 4 +- ...화 전략 분석 및 가상 경제 시스템 검증 프로젝트.md | 10 +- .../동적 가격 책정(Dynamic Pricing).md | 6 +- .../디아블로 2(Diablo II).md | 2 +- .../디지털 트윈 및 데이터 시뮬레이션.md | 10 +- .../라이브옵스(Live-ops).md | 8 +- .../리더보드(Leaderboards).md | 4 +- .../리텐션(Retention).md | 2 +- .../마키네이션(Machinations.io) 시뮬레이션.md | 8 +- ...춤형 IAP 번들(Customizable IAP bundles).md | 4 +- ... 수익화 (Dynamic Offers & Staircase Monetization).md | 8 +- .../멀티 게임 경제(Multi-Game Economy).md | 6 +- .../메타 레이어 (Meta Layers).md | 8 +- ...개발 핵심 지표(Mobile Game Development KPIs).md | 2 +- .../모바일 게임 수익화 모델.md | 6 +- ...일 게임 수익화(Mobile Game Monetization).md | 6 +- ... 게임(Mobile PvP Game) 환경에서의 경제 밸런싱.md | 2 +- ...주얼 게임 시장(Mobile Casual Game Market).md | 4 +- .../몬테카를로 시뮬레이션.md | 4 +- .../무료 플레이(Free-to-Play) 모델.md | 4 +- ... 확장성 경제 (Infinitely Scalable Economy).md | 10 +- .../물리 기반 렌더링(PBR).md | 6 +- .../미세결제(Microtransactions).md | 6 +- .../Economics & Algorithms/미호요(miHoYo).md | 2 +- .../Economics & Algorithms/배수구(Sinks).md | 4 +- .../베레스네프(Beresnev).md | 2 +- .../Economics & Algorithms/보상 시스템.md | 8 +- ... 유료화 메타게임(Free-to-play metagame).md | 6 +- .../부분 유료화(Free-to-Play).md | 6 +- .../부분 유료화(Freemium) 게임 경제 모델링.md | 6 +- .../사용자 생성 콘텐츠(UGC).md | 6 +- .../사용자 참여도(Player Engagement).md | 8 +- ...공적인 게임 경제 설계와 핵심 지표 분석.md | 6 +- .../소액 결제 (Microtransactions).md | 12 +- .../Economics & Algorithms/소유 효과.md | 4 +- .../소프트 싱크(Soft Sinks).md | 2 +- .../수도꼭지(Faucets).md | 2 +- .../수도꼭지와 배수구(Faucets and Sinks).md | 2 +- .../수도꼭지와 배수구(Taps and Sinks).md | 2 +- .../수요와 공급(Supply and Demand).md | 4 +- .../Economics & Algorithms/수익화 전략.md | 8 +- .../수익화(Monetization).md | 6 +- .../시뮬레이션(Simulation).md | 10 +- ... 척도 연구(In-Game Purchase Motivation Scale Study).md | 4 +- ...비온 온라인(Albion Online)의 경제 시스템.md | 4 +- .../어포던스(Affordances).md | 4 +- .../에셋 재사용(Asset Reuse).md | 4 +- .../연속 승리 이벤트(Streak events).md | 6 +- .../Economics & Algorithms/오디오 광고.md | 4 +- .../원신(Genshin Impact)의 레진 시스템.md | 4 +- ...Genshin Impact)의 진행 제한과 가차 시스템.md | 2 +- ...월드 오브 워크래프트(World of Warcraft).md | 2 +- ...중 게임 경제(Web3 & Multi-Game Economies).md | 10 +- ...보상 구조(Structures of Risks and Rewards).md | 4 +- .../위험과 보상(Risks and Rewards).md | 4 +- .../유니버스 LTV(Universe LTV).md | 6 +- .../유닛 이코노믹스(LTV와 CAC).md | 2 +- .../유저 평균 매출(ARPU).md | 2 +- .../유지율(Retention Rate).md | 4 +- .../이브 온라인(EVE Online).md | 2 +- .../Economics & Algorithms/이커머스 플랫폼.md | 6 +- .../이탈률(Churn Rate).md | 2 +- ...임 결제 동기(In-Game Purchase Motivation).md | 6 +- .../인게임 수익화(In-Game Monetization).md | 8 +- .../Economics & Algorithms/인앱 결제(IAP).md | 4 +- .../Economics & Algorithms/인앱 광고 (IAA).md | 4 +- .../Economics & Algorithms/인앱 광고(IAA).md | 4 +- .../Economics & Algorithms/인앱 구매 (IAP).md | 6 +- .../Economics & Algorithms/인앱 구매(IAP).md | 6 +- .../인플레이션 관리(Inflation Management).md | 6 +- .../Economics & Algorithms/인플레이션 관리.md | 6 +- .../인플레이션(Inflation).md | 4 +- .../자원 로지스틱스(Resource Logistics).md | 10 +- ...관 및 압축(Resource Storage & Compression).md | 6 +- .../자원 소모처(Sinks).md | 2 +- .../잔존율(Retention).md | 4 +- .../장기 운영 게임(Long-running Games).md | 4 +- .../전리품 상자(Loot Box).md | 2 +- ...상거래 소비자 참여 및 보상 시스템 최적화.md | 6 +- .../지불 용의 (Willingness to Pay).md | 4 +- .../초인플레이션(Hyperinflation).md | 6 +- .../콘텐츠 로테이션(Content Rotation).md | 2 +- ...스 플랫폼 기술(Cross-Platform Technology).md | 2 +- .../크로스 플랫폼(Cross-Platform) 아키텍처.md | 6 +- .../클라우드 게이밍(Cloud Gaming).md | 4 +- .../클래시 로얄 라틴 아메리카 챔피언십.md | 4 +- .../클래시 로얄(Clash Royale)의 엘릭서.md | 8 +- .../탭과 싱크(Taps and Sinks).md | 2 +- ...통제된 인플레이션(Controlled Inflation).md | 4 +- .../페이 투 윈(Pay to Win).md | 4 +- .../포켓랜드(Pocket Land).md | 6 +- .../포켓몬 마스터즈 EX(Pokemon Masters EX).md | 2 +- ...tnite) 및 로블록스(Roblox)의 UGC 창작자 경제.md | 6 +- .../프리미엄 모델 (Freemium Model).md | 8 +- ...미엄 통화 브릿지(Premium Currency Bridge).md | 2 +- .../프리미엄 통화(Premium Currency).md | 4 +- .../플랫폼 컨버전스(Platform Convergence).md | 6 +- .../플레이어 기반 경제.md | 2 +- .../플레이어 잔존율(Player Retention).md | 2 +- .../핀치 포인트(Pinch Point).md | 2 +- .../하드 싱크(Hard Sinks).md | 2 +- ...하이브리드 수익화 (Hybrid Monetization).md | 2 +- .../하이브리드 수익화 모델.md | 2 +- ... 수익화 전략(Hybrid Monetization Strategy).md | 4 +- .../하이브리드 수익화(Hybrid Monetization).md | 2 +- .../하이브리드 수익화.md | 2 +- ...브리드 캐주얼 게임(Hybrid-casual Games).md | 2 +- ...리드 캐주얼 퍼즐 게임(Hybrid Puzzle Games).md | 4 +- .../하이브리드 캐주얼(Hybrid-Casual).md | 6 +- ...주얼(Hybrid-casual)의 하이브리드 수익화 모델.md | 2 +- .../핵심 루프(Core Loop).md | 4 +- .../핵심 성과 지표(KPI).md | 2 +- .../행동 경제학(Behavioral Economics).md | 6 +- .../Economics & Algorithms/행동 경제학.md | 4 +- .../행동 유도성(Affordances).md | 4 +- .../Economics & Algorithms/행동경제학.md | 4 +- 10_Wiki/Topics/Economics-of-Information.md | 8 +- 10_Wiki/Topics/Edge-AI-and-Computing.md | 8 +- .../Topics/Edge-Artificial-Intelligence.md | 16 +-- 10_Wiki/Topics/Edge-Computing.md | 8 +- 10_Wiki/Topics/Edtech-Industry-Trends.md | 6 +- 10_Wiki/Topics/Education/Adaptive_Learning.md | 4 +- .../Behavioral Interview Questions.md | 6 +- 10_Wiki/Topics/Education/Case Interviews.md | 4 +- .../Education/Consulting Case Interviews.md | 8 +- .../Management Consulting (경영 컨설팅).md | 8 +- .../Management Consulting Case Interviews.md | 6 +- .../Management Consulting Reports.md | 4 +- .../Topics/Education/Management Consulting.md | 8 +- .../Topics/Education/McKinsey & Company.md | 8 +- .../Education/McKinsey Case Interview.md | 6 +- 10_Wiki/Topics/Effective-Altruism-in-AI.md | 10 +- 10_Wiki/Topics/Efficiency.md | 12 +- .../Topics/Eigenvalues-and-Eigenvectors.md | 4 +- 10_Wiki/Topics/Eligibility-Traces.md | 2 +- .../Topics/Elite-Sport-Science-Protocols.md | 8 +- .../Topics/Elite-Strength-and-Conditioning.md | 6 +- 10_Wiki/Topics/Elite-Theory.md | 10 +- 10_Wiki/Topics/Embodied Cognition.md | 4 +- 10_Wiki/Topics/Embodied-AI.md | 4 +- .../Topics/Emergence-in-Complex-Systems.md | 8 +- 10_Wiki/Topics/Emergence-in-Systems.md | 6 +- 10_Wiki/Topics/Emergence.md | 6 +- .../Emotional-AI (Affective Computing).md | 4 +- ...lly Intelligent Tutoring Systems (EITS).md | 8 +- 10_Wiki/Topics/Empathy-in-AI.md | 6 +- .../Encapsulation-and-Information-Hiding.md | 4 +- .../Encapsulation-of-Domain-Invariants.md | 8 +- .../Encapsulation-via-Access-Modifiers.md | 4 +- 10_Wiki/Topics/End-to-End-Learning.md | 4 +- .../Topics/End-to-End-Testing-Strategies.md | 8 +- .../Topics/Endurance-Athletics-Cognition.md | 6 +- 10_Wiki/Topics/Ensemble-Learning.md | 8 +- 10_Wiki/Topics/Ensuring-Data-Privacy.md | 8 +- 10_Wiki/Topics/Enterprise-Design-Systems.md | 12 +- .../Enterprise-Resource-Planning-Systems.md | 10 +- .../Enterprise-Scale-Monorepo-Management.md | 8 +- 10_Wiki/Topics/Enterprise-Service-Bus.md | 10 +- .../Enterprise-Software-Architecture.md | 4 +- .../Topics/Enterprise-Software-Engineering.md | 6 +- .../Topics/Entity-Relationship-Modeling.md | 12 +- .../Topics/Entropy in Information Theory.md | 8 +- 10_Wiki/Topics/Environment-Design-in-RL.md | 6 +- 10_Wiki/Topics/Enzyme-Inhibition-Kinetics.md | 4 +- 10_Wiki/Topics/Epidemiological-Modeling.md | 8 +- 10_Wiki/Topics/Epistemic-Uncertainty.md | 4 +- 10_Wiki/Topics/Epistemology.md | 4 +- 10_Wiki/Topics/Equality.md | 8 +- 10_Wiki/Topics/Ergodic-Theory.md | 10 +- .../Topics/Ergonomics-in-Workspace-Design.md | 6 +- 10_Wiki/Topics/Error-Boundary-Pattern.md | 6 +- 10_Wiki/Topics/Es-Lint-Configuration.md | 10 +- 10_Wiki/Topics/Escalation-of-Commitment.md | 10 +- 10_Wiki/Topics/Ethical-Decision-Making.md | 10 +- 10_Wiki/Topics/Ethics & AI.md | 10 +- .../Topics/Ethics of Autonomous Systems.md | 4 +- .../Ethics-in-Artificial-Intelligence.md | 4 +- 10_Wiki/Topics/Ethnographic-Research.md | 12 +- 10_Wiki/Topics/Etiology-of-Disease.md | 8 +- 10_Wiki/Topics/Eudaimonia-and-Well-being.md | 8 +- 10_Wiki/Topics/Eugen Systems 모딩 매뉴얼.md | 6 +- ...stems의 Iriszoom 엔진 및 전략 게임 개발.md | 8 +- .../Eugen Systems의 WARNO 시뮬레이션 개발.md | 8 +- ...냉전기 가상 시나리오 및 모딩 생태계 구축.md | 8 +- 10_Wiki/Topics/Event-Driven-Architecture.md | 6 +- 10_Wiki/Topics/Evolutionary Biology.md | 2 +- 10_Wiki/Topics/Evolutionary Computation.md | 8 +- .../Topics/Evolutionary-Algorithm-Design.md | 10 +- 10_Wiki/Topics/Evolutionary-Algorithms.md | 10 +- 10_Wiki/Topics/Evolutionary-Computation.md | 8 +- 10_Wiki/Topics/Excess-Property-Checking.md | 4 +- 10_Wiki/Topics/Executive Dysfunction.md | 8 +- 10_Wiki/Topics/Executive-Function-Deficit.md | 6 +- 10_Wiki/Topics/Exhaustiveness-Checking.md | 4 +- 10_Wiki/Topics/Expectation-Maximization.md | 4 +- 10_Wiki/Topics/Expected Utility Theory.md | 4 +- 10_Wiki/Topics/Experience-Replay.md | 6 +- 10_Wiki/Topics/Experience-Sampling-Method.md | 12 +- 10_Wiki/Topics/Explainable-AI (XAI).md | 6 +- 10_Wiki/Topics/Explainable-AI-XAI.md | 4 +- 10_Wiki/Topics/Exploding-Gradient Problem.md | 8 +- 10_Wiki/Topics/Exploration vs Exploitation.md | 8 +- 10_Wiki/Topics/Exploration-vs-Exploitation.md | 4 +- 10_Wiki/Topics/Exploratory-Data-Analysis.md | 6 +- 10_Wiki/Topics/Expo 2025 Osaka.md | 8 +- 10_Wiki/Topics/Exponential-Growth.md | 8 +- 10_Wiki/Topics/Extended-Reality-XR.md | 6 +- 10_Wiki/Topics/Externalities.md | 6 +- 10_Wiki/Topics/Extreme-Programming-XP.md | 4 +- 10_Wiki/Topics/Eye-Tracking-in-UX-Research.md | 8 +- 10_Wiki/Topics/Eye-Tracking.md | 10 +- 10_Wiki/Topics/Factor-Analysis.md | 4 +- 10_Wiki/Topics/Factory-Pattern.md | 2 +- 10_Wiki/Topics/Failable-Task-Handling.md | 8 +- 10_Wiki/Topics/Fault-Tolerance.md | 4 +- .../Topics/Feature Clamping (피처 고정).md | 2 +- 10_Wiki/Topics/Feature-Engineering.md | 6 +- 10_Wiki/Topics/Feature-Flags.md | 8 +- 10_Wiki/Topics/Federated-Learning.md | 2 +- 10_Wiki/Topics/Feedback-Control-Systems.md | 4 +- 10_Wiki/Topics/Feedback-Loops in Systems.md | 6 +- 10_Wiki/Topics/Feedback-Loops-in-Design.md | 8 +- 10_Wiki/Topics/Feedback-Loops.md | 8 +- 10_Wiki/Topics/Few-Shot-Learning.md | 4 +- 10_Wiki/Topics/Figma-to-Code-Workflow.md | 10 +- 10_Wiki/Topics/Figurative-Language.md | 4 +- .../Quantitative Finance.md | 10 +- 10_Wiki/Topics/Fine-tuning.md | 6 +- 10_Wiki/Topics/Finished Goods.md | 12 +- 10_Wiki/Topics/Finite-Element-Analysis.md | 4 +- 10_Wiki/Topics/Finite-State-Machines-FSM.md | 8 +- 10_Wiki/Topics/Finite-State-Machines.md | 6 +- 10_Wiki/Topics/First Input Delay (FID).md | 10 +- 10_Wiki/Topics/Fitness-Landscape.md | 2 +- .../Fixed Time Step vs Variable Time Step.md | 2 +- 10_Wiki/Topics/Flow State.md | 6 +- 10_Wiki/Topics/Flow-State.md | 10 +- 10_Wiki/Topics/Fluent-Interface-Design.md | 4 +- 10_Wiki/Topics/Fluid-Dynamics for Games.md | 4 +- 10_Wiki/Topics/Focal-Loss.md | 4 +- 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...und_Miniboss_Treasure_Cache_Reward_Loop.md | 2 +- ...Skybound_Player_Sprite_Path_Warning_Fix.md | 2 +- ...eward_Card_Clarity_and_Command_Cache_UI.md | 2 +- ...de_and_Weapon_Transform_Reconfiguration.md | 2 +- ..._Balance_Bomb_and_Visual_Diversity_Pass.md | 2 +- ..._Stage_Miniboss_Pattern_Differentiation.md | 6 +- .../Frontend_Mastery/Accessibility (A11y).md | 12 +- .../Topics/Frontend_Mastery/Accessibility.md | 10 +- .../Accessible UI Libraries.md | 14 +- .../Topics/Frontend_Mastery/Atomic Design.md | 12 +- .../Frontend_Mastery/Automatic Batching.md | 6 +- ...ic Batching을 통한 React 18 성능 최적화.md | 8 +- .../BEM (Block Element Modifier).md | 6 +- 10_Wiki/Topics/Frontend_Mastery/BEM.md | 6 +- .../Building Reusable UI Components.md | 14 +- .../Frontend_Mastery/CSR vs SSR vs SSG.md | 10 +- .../Topics/Frontend_Mastery/CSS Animations.md | 10 +- .../Frontend_Mastery/CSS Architecture.md | 12 +- .../Frontend_Mastery/CSS Container Queries.md | 12 +- .../Frontend_Mastery/CSS Grid 및 Flexbox.md | 6 +- 10_Wiki/Topics/Frontend_Mastery/CSS Grid.md | 4 +- .../Frontend_Mastery/CSS Media Queries.md | 8 +- .../Topics/Frontend_Mastery/CSS Modules.md | 12 +- .../CSS Performance Optimization.md | 8 +- .../Topics/Frontend_Mastery/CSS Variables.md | 16 +-- .../Frontend_Mastery/CSS 구조 설계 방식.md | 12 +- ...능 최적화(CSS Performance Optimization).md | 12 +- ...니메이션 성능(CSS Animation Performance).md | 10 +- ...이션 최적화(CSS Animations Optimization).md | 8 +- ...메이션 최적화(Optimizing CSS Animations).md | 8 +- 10_Wiki/Topics/Frontend_Mastery/CSS-in-JS.md | 16 +-- .../CSSOM(CSS Object Model).md | 8 +- 10_Wiki/Topics/Frontend_Mastery/CSSOM.md | 6 +- .../Frontend_Mastery/Client Components.md | 10 +- .../Client-Side Rendering (CSR).md | 10 +- .../Frontend_Mastery/Component API Design.md | 10 +- .../Component Library Architecture.md | 20 +-- .../Component-Based Architecture (CBA).md | 12 +- .../Component-Based Architecture.md | 8 +- .../Component-Based Design.md | 20 +-- .../Compound Components Pattern.md | 10 +- 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Architecture.md | 6 +- 10_Wiki/Topics/Frontend_Mastery/Lane Model.md | 12 +- .../Topics/Frontend_Mastery/Lanes Model.md | 6 +- .../Large Frontend Projects.md | 18 +-- .../Frontend_Mastery/Layout Thrashing.md | 6 +- 10_Wiki/Topics/Frontend_Mastery/Lighthouse.md | 6 +- 10_Wiki/Topics/Frontend_Mastery/MUI.md | 12 +- .../Frontend_Mastery/Meta Quest Store.md | 6 +- .../Frontend_Mastery/Mobile-First Approach.md | 4 +- .../Frontend_Mastery/Mobile-First Design.md | 2 +- .../Modern Scalable Frontend Architecture.md | 30 ++--- .../Frontend_Mastery/Monorepo Architecture.md | 14 +- .../Frontend_Mastery/Next.js 15 App Router.md | 10 +- 10_Wiki/Topics/Frontend_Mastery/Next.js 15.md | 12 +- .../Next.js App Router Migration.md | 14 +- .../Next.js App Router Styling Strategies.md | 12 +- .../Next.js App Router 프로젝트.md | 8 +- ....js App Router 환경의 컴포넌트 스타일링.md | 10 +- .../Frontend_Mastery/Next.js App Router.md | 14 +- ... 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Hybrid Rendering (SSR-CSR-RSC 혼합 적용).md | 10 +- .../Frontend_Mastery/Next.js 렌더링 최적화.md | 12 +- ...서의 UI 컴포넌트 스타일링 및 렌더링 최적화.md | 16 +-- 10_Wiki/Topics/Frontend_Mastery/Next.js.md | 6 +- ... 성능 최적화 하이브리드 렌더링 아키텍처 설계.md | 8 +- ...브리드 렌더링 및 React Server Components 도입.md | 12 +- ... 활용한 하이브리드 렌더링 및 SEO 최적화.md | 10 +- .../Frontend_Mastery/Overrides Pattern.md | 6 +- .../Performance Optimization.md | 14 +- .../Topics/Frontend_Mastery/Prop Drilling.md | 6 +- .../Topics/Frontend_Mastery/Public APIs.md | 8 +- 10_Wiki/Topics/Frontend_Mastery/Radix UI.md | 6 +- .../Frontend_Mastery/React 16+ Core Engine.md | 6 +- .../React 18 & 19 Performance Optimization.md | 14 +- .../React 18 Concurrent Features.md | 20 +-- ...18 동시성 렌더링 (Concurrent Rendering).md | 14 +- ...괄 처리 및 React 19 컴파일러 최적화 적용.md | 18 +-- 10_Wiki/Topics/Frontend_Mastery/React 18.md | 10 +- 10_Wiki/Topics/Frontend_Mastery/React 19.md | 12 +- .../Frontend_Mastery/React Applications.md | 20 +-- .../Topics/Frontend_Mastery/React Compiler.md | 12 +- .../React Component Architecture.md | 16 +-- .../React Component Library Architecture.md | 16 +-- .../React Component Patterns.md | 18 +-- .../Frontend_Mastery/React Context API.md | 8 +- .../Topics/Frontend_Mastery/React Context.md | 10 +- .../Frontend_Mastery/React Design Systems.md | 20 +-- .../Frontend_Mastery/React Design Tokens.md | 14 +- .../React Fiber Architecture.md | 8 +- .../React Fiber 및 동시성 렌더링.md | 12 +- .../Frontend_Mastery/React Fiber 아키텍처.md | 8 +- .../Topics/Frontend_Mastery/React Fiber.md | 10 +- .../Frontend_Mastery/React Flight Protocol.md | 8 +- .../React Frontend Architecture.md | 24 ++-- .../React Frontend Development.md | 28 ++-- .../React Performance Optimization.md | 18 +-- .../React Server Components (RSC).md | 10 +- ... Components(RSC) 환경의 스타일링 최적화.md | 10 +- .../React Server Components.md | 14 +- ...eact 기반 대규모 웹 애플리케이션 최적화.md | 16 +-- ... 페이지 애플리케이션(SPA)의 렌더링 최적화.md | 22 ++-- .../React 기반 프론트엔드 성능 최적화.md | 24 ++-- ...성 훅 (useTransition, useDeferredValue).md | 8 +- .../Frontend_Mastery/React 렌더링 최적화.md | 16 +-- ...act 서버 컴포넌트 (RSC) 및 Next.js 환경.md | 12 +- ... 최적화 (React Performance Optimization).md | 20 +-- .../Frontend_Mastery/React 성능 최적화.md | 10 +- .../React 컴파일러 (React Compiler).md | 12 +- .../React 컴포넌트 기반 아키텍처.md | 14 +- .../React-Vue-Angular 프레임워크.md | 10 +- .../Frontend_Mastery/React가 빠른 이유.md | 12 +- .../Topics/Frontend_Mastery/Reconciliation.md | 8 +- .../Frontend_Mastery/Reflow & Repaint.md | 12 +- .../Reflow - Repaint 최소화 방법.md | 12 +- .../Frontend_Mastery/Reflow - Repaint.md | 12 +- .../Frontend_Mastery/Reflow and Repaint.md | 4 +- .../Reflow 및 Repaint 최적화.md | 4 +- .../Frontend_Mastery/Reflow 및 Repaint.md | 10 +- .../Reflow와 Repaint(리플로우와 리페인트).md | 8 +- .../Frontend_Mastery/Reflow와 Repaint.md | 4 +- .../Topics/Frontend_Mastery/Render Props.md | 8 +- .../Topics/Frontend_Mastery/Render Tree.md | 6 +- .../Frontend_Mastery/Responsive Web Design.md | 18 +-- .../Reusable UI Component Libraries.md | 32 ++--- .../Topics/Frontend_Mastery/SCSS (Sass).md | 8 +- 10_Wiki/Topics/Frontend_Mastery/SCSS.md | 6 +- ...SEO 중심의 마케팅 및 블로그 사이트 구축.md | 4 +- .../SPA (Single Page Application).md | 8 +- .../SaaS 대시보드 및 이커머스 UI 개발.md | 12 +- ...SaaS 대시보드 및 이커머스 레이아웃 구축.md | 6 +- ...SaaS 플랫폼 및 인터랙티브 대시보드 개발.md | 10 +- .../Topics/Frontend_Mastery/Sanity Studio.md | 4 +- .../Scalable Design Systems.md | 28 ++-- .../Scalable Frontend Design Systems.md | 22 ++-- .../Scalable Frontend Systems.md | 26 ++-- .../Search Engine Optimization (SEO).md | 8 +- .../Frontend_Mastery/Server Components.md | 14 +- .../Server-Side Rendering (SSR).md | 10 +- .../Frontend_Mastery/Shopify Polaris.md | 6 +- .../Static Site Generation (SSG).md | 6 +- .../Style Dictionary Pipelines.md | 12 +- .../Frontend_Mastery/Style Dictionary.md | 12 +- .../Style Registry Pattern.md | 14 +- .../Topics/Frontend_Mastery/Style Registry.md | 12 +- .../Frontend_Mastery/Styled Components v6.md | 12 +- .../Frontend_Mastery/Styled Components.md | 12 +- 10_Wiki/Topics/Frontend_Mastery/Styletron.md | 8 +- .../Tailwind CSS v4 CSS-first Architecture.md | 14 +- .../Frontend_Mastery/Tailwind CSS v4.md | 12 +- .../Topics/Frontend_Mastery/Tailwind CSS.md | 16 +-- .../Tailwind vs 일반 CSS 비교.md | 8 +- .../Topics/Frontend_Mastery/Time Slicing.md | 4 +- .../Time to Interactive (TTI).md | 10 +- .../Topics/Frontend_Mastery/Time-Slicing.md | 6 +- .../Total Blocking Time (TBT).md | 12 +- ...레이션 도구를 활용하는 대규모 조직의 React 시스템.md | 4 +- .../Topics/Frontend_Mastery/UXPin Merge.md | 6 +- .../Uber Base Web Design System.md | 10 +- .../Topics/Frontend_Mastery/Uber Base Web.md | 12 +- .../Frontend_Mastery/Utility-first CSS.md | 10 +- .../Topics/Frontend_Mastery/Virtual DOM.md | 6 +- .../Virtual DOM과 Reconciliation.md | 14 +- ...Content Accessibility Guidelines (WCAG).md | 10 +- .../Zero-Runtime CSS-in-JS.md | 14 +- ...ructure UI components scalable frontend.md | 26 ++-- 10_Wiki/Topics/Frontend_Mastery/flushSync.md | 8 +- 10_Wiki/Topics/Frontend_Mastery/shadcn-ui.md | 8 +- .../Frontend_Mastery/startTransition.md | 12 +- .../styled-components v6.3+.md | 12 +- .../Frontend_Mastery/styled-components.md | 10 +- .../Frontend_Mastery/useDeferredValue.md | 8 +- .../useTransition 및 useDeferredValue.md | 6 +- .../Topics/Frontend_Mastery/useTransition.md | 10 +- .../Frontend_Mastery/vanilla-extract.md | 12 +- ...React가 빠른 이유” 및 렌더링 최적화 개념.md | 20 +-- .../Frontend_Mastery/“React가 빠른 이유”.md | 24 ++-- .../가변 타이포그래피 (Fluid Typography).md | 8 +- .../가상 DOM (Virtual DOM) 및 Fiber.md | 10 +- ...M (Virtual DOM) 및 재조정(Reconciliation).md | 10 +- .../가상 DOM과 재조정 (Reconciliation).md | 16 +-- ... 재조정 (Virtual DOM and Reconciliation).md | 14 +- .../검색 엔진 최적화 (SEO).md | 4 +- ... 엔진 최적화(SEO) 대응 렌더링 전략 수립.md | 8 +- ...심 아키텍처(Feature-Driven Architecture).md | 10 +- .../Frontend_Mastery/다수 팀 협업 환경.md | 10 +- ...브러리를 보유한 엔터프라이즈 규모의 프론트엔드 환경.md | 18 +-- ...모드 및 다중 브랜드 테마 동적 전환 시스템.md | 14 +- ... 진실 공급원(Single Source of Truth) 구축.md | 12 +- ...일 진실 공급원(Single Source of Truth).md | 14 +- ...멀티 디바이스(모바일-데스크톱) 웹 인터페이스 구축.md | 16 +-- .../단일 페이지 애플리케이션 (SPA).md | 4 +- ...일 페이지 애플리케이션(SPA) UI 성능 관리.md | 12 +- ...일 페이지 애플리케이션(SPA) 렌더링 설계.md | 8 +- ... 페이지 애플리케이션(SPA) 아키텍처 설계.md | 30 ++--- ...규모 엔지니어링 프론트엔드 아키텍처 구축.md | 18 +-- .../대규모 엔터프라이즈 테마 시스템.md | 12 +- .../대규모 엔터프라이즈 프론트엔드.md | 18 +-- .../대규모 이커머스 플랫폼 렌더링 설계.md | 8 +- ... 기반 애플리케이션 및 전자상거래 플랫폼 구축.md | 4 +- ...드 아키텍처(Large-Scale Frontend Architecture).md | 22 ++-- ...엔드 아키텍처(Scalable Frontend Architecture).md | 20 +-- .../대규모 프론트엔드 프로젝트 아키텍처.md | 12 +- ...론트엔드 프로젝트(Large Frontend Projects).md | 16 +-- .../대규모 프론트엔드 프로젝트.md | 18 +-- ...젝트의 확장성 있는 구조 및 스타일링 시스템 설계.md | 18 +-- ...보수성이 요구되는 프런트엔드 모노레포 프로젝트.md | 10 +- ...심의 SaaS 어드민 패널 및 CRM 대시보드 구축.md | 8 +- .../동시성 렌더링 (Concurrent Rendering).md | 16 +-- .../디자인 시스템 (Design System).md | 10 +- .../디자인 시스템 (Design Systems).md | 16 +-- .../Frontend_Mastery/디자인 시스템 개념.md | 8 +- .../Frontend_Mastery/디자인 시스템 구축.md | 16 +-- .../디자인 시스템 기반 컴포넌트 개발.md | 12 +- .../디자인 시스템(Design System).md | 18 +-- .../디자인 시스템(Design Systems).md | 12 +- .../Topics/Frontend_Mastery/디자인 시스템.md | 16 +-- ... 시스템의 타이포그래피 토큰 확장 및 최적화.md | 6 +- .../디자인 토큰 (Design Tokens).md | 14 +- .../디자인 토큰(Design Tokens).md | 12 +- ...-개발 워크플로우(Design-to-Code Workflow).md | 16 +-- .../레이아웃 Flexbox - Grid 완전 이해.md | 8 +- .../레이아웃 스래싱(Layout Thrashing).md | 12 +- ...블로킹 방지를 위한 CSS 분할 및 로딩 최적화.md | 6 +- ...링 차단 리소스(Render-blocking resources).md | 18 +-- .../렌더링 최적화 개념 설명 자료.md | 12 +- .../렌더링 파이프라인(Rendering Pipeline).md | 10 +- .../Frontend_Mastery/리페인트(Repaint).md | 4 +- ...리플로우 및 리페인트 (Reflow & Repaint).md | 6 +- .../리플로우 및 리페인트(Reflow & Repaint).md | 10 +- ...플로우 및 리페인트(Reflow and Repaint).md | 12 +- .../Frontend_Mastery/리플로우(Reflow).md | 6 +- .../마이크로 인터랙션(Micro-interactions).md | 6 +- ...비스 아키텍처 (Microservices Architecture).md | 8 +- .../메인 스레드 (Main Thread).md | 14 +- ...er 엔진 교체 및 React 18, 19의 동시성 렌더링 적용 사례.md | 16 +-- ...리식 아키텍처 (Monolithic Architecture).md | 10 +- .../모던 웹 성능 최적화(Core Web Vitals).md | 10 +- .../모듈식 CSS(Modular CSS).md | 12 +- .../모듈식 컴포넌트 (Modular Components).md | 16 +-- .../모바일 우선 설계(Mobile-First Design).md | 6 +- .../모바일 우선주의 (Mobile-First) 디자인.md | 4 +- ...양한 디바이스 환경을 위한 반응형 레이아웃 구축.md | 10 +- ...일 퍼스트 인덱싱(Mobile-First Indexing).md | 8 +- .../모바일 퍼스트(Mobile-First).md | 4 +- .../무거운 데이터 리스트 필터링 구현.md | 8 +- .../미디어 쿼리 (Media Queries).md | 10 +- .../미디어 쿼리(Media Queries).md | 10 +- ... 인터랙티브 UI(Responsive and Interactive UI).md | 16 +-- .../반응형 디자인(Responsive Design).md | 10 +- .../Topics/Frontend_Mastery/반응형 디자인.md | 12 +- .../Frontend_Mastery/반응형 웹 UI 구현.md | 10 +- ...응형 웹 디자인 (Responsive Web Design).md | 18 +-- ...저 렌더링 과정 (Critical Rendering Path).md | 14 +- ... 렌더링 과정 (HTML → CSSOM → Render Tree).md | 12 +- ...우저 렌더링 과정 최적화 및 UI 반응성 개선.md | 22 ++-- .../Frontend_Mastery/브라우저 렌더링 과정.md | 14 +- ... 렌더링 파이프라인(Critical Rendering Path).md | 18 +-- .../브라우저 렌더링 프로세스 (CRP).md | 10 +- ...우저 메인 스레드 최적화 및 타임 슬라이싱.md | 10 +- ...이드 렌더링(SSR)과 하이드레이션(Hydration).md | 14 +- .../성능 및 SEO 최적화 프로젝트.md | 16 +-- ...능 중심의 웹 애니메이션 및 인터랙션 구현.md | 8 +- .../성능 최적화(Performance Optimization).md | 14 +- .../성능 최적화(Reflow & Repaint).md | 10 +- ...최적화가 필수적인 대규모 다중 테마 플랫폼.md | 16 +-- .../실무에서 CSS 관리하는 방법.md | 12 +- .../실무에서의 프론트엔드 성능 최적화.md | 14 +- ...이션 (transition - keyframes) 성능 최적화.md | 8 +- .../애니메이션 (transition - keyframes).md | 8 +- .../엔터프라이즈 프론트엔드 아키텍처.md | 20 +-- .../엔터프라이즈급 플랫폼 개발.md | 14 +- .../웹 렌더링 전략 (CSR, SSR, SSG, ISR).md | 12 +- .../웹 성능 가이드(Web Performance).md | 16 +-- ...능 최적화(Web Performance Optimization).md | 18 +-- .../웹 접근성 및 prefers-reduced-motion.md | 2 +- .../웹 접근성 및 성능 최적화.md | 12 +- .../웹 접근성(Web Accessibility).md | 8 +- .../웹 프론트엔드 아키텍처 설계.md | 22 ++-- .../유동적 타이포그래피 (Fluid Typography).md | 10 +- .../유동적 타이포그래피(Fluid Typography).md | 10 +- ...수 가능하고 확장 가능한 CSS 아키텍처 설계.md | 18 +-- ...가능한 CSS 아키텍처(CSS Modules & Tailwind).md | 12 +- ...지보수 가능한 대규모 프론트엔드 CSS 설계.md | 20 +-- .../유지보수성(Maintainability).md | 14 +- .../유틸리티 퍼스트(Utility-first).md | 8 +- ...스 모바일 최적화 및 상품 탐색 UX-UI 설계.md | 6 +- ...자상거래 플랫폼 (E-commerce Platforms).md | 8 +- .../점진적 정적 재생성 (ISR).md | 4 +- ...요 렌더링 경로 (Critical Rendering Path).md | 16 +-- ...과 작업 우선순위 (Lane Model & Priorities).md | 12 +- .../초기 로드 시간 (Initial Load Time).md | 12 +- .../컨테이너 쿼리 (Container Queries).md | 10 +- .../컨테이너 쿼리(Container Queries).md | 10 +- .../컴포넌트 기반 아키텍처 (CBA).md | 14 +- .../컴포넌트 기반 아키텍처 (React, Vue 등).md | 10 +- ...컴포넌트 기반 아키텍처 개념 수집 포인트.md | 12 +- ...기반 아키텍처(Component-Based Architecture).md | 20 +-- .../컴포넌트 기반 아키텍처.md | 8 +- ...기반의 이커머스 및 뉴스 웹사이트 성능 튜닝.md | 8 +- ...랫폼 UI 개발(Cross-Platform UI Development).md | 14 +- .../크로스 플랫폼 디자인 시스템 연동.md | 8 +- ...Web, iOS, Android) UI 개발 및 배포 파이프라인.md | 10 +- ...컬 렌더링 패스 (Critical Rendering Path).md | 16 +-- .../클라이언트 사이드 렌더링 (CSR).md | 6 +- ...각 반응해야 하는 검색창 (Search-as-you-type).md | 10 +- .../프론트엔드 기초 구조 이해 핵심 목적.md | 12 +- .../프론트엔드 기초 구조 이해.md | 24 ++-- ...엔드 렌더링 최적화(Rendering Optimization).md | 28 ++-- ...트엔드 성능 최적화 및 SEO 개선 프로젝트.md | 18 +-- .../프론트엔드 성능 최적화 전략.md | 20 +-- ...능 최적화(Frontend Performance Optimization).md | 24 ++-- .../프론트엔드 성능 최적화.md | 20 +-- .../Frontend_Mastery/프론트엔드 아키텍처.md | 18 +-- ...트엔드 프레임워크 (React, Angular, Vue).md | 16 +-- ... 슬라이스 디자인 (Feature-Sliced Design).md | 8 +- .../하이드레이션 (Hydration).md | 14 +- .../확장 가능한 스타일 시스템.md | 22 ++-- .../확장 가능한 프론트엔드 아키텍처 구축.md | 20 +-- ...엔드 아키텍처(Scalable Frontend Architecture).md | 20 +-- 10_Wiki/Topics/Functional Programming.md | 8 +- .../Functional-Programming-in-TypeScript.md | 6 +- 10_Wiki/Topics/Functional-Programming.md | 4 +- 10_Wiki/Topics/Fuzzy-Logic.md | 6 +- 10_Wiki/Topics/G-Stack Principles.md | 2 +- 10_Wiki/Topics/G-Stack-Integration-Guide.md | 6 +- 10_Wiki/Topics/GNN.md | 2 +- .../Topics/GPT-Architecture-Foundations.md | 12 +- 10_Wiki/Topics/GPU-Architecture.md | 10 +- 10_Wiki/Topics/GPU-Programming-with-CUDA.md | 8 +- 10_Wiki/Topics/GPU.md | 8 +- 10_Wiki/Topics/GRPO.md | 10 +- 10_Wiki/Topics/GRU.md | 8 +- 10_Wiki/Topics/Gacha Mechanics Analysis.md | 10 +- 10_Wiki/Topics/Gait-Analysis-Laboratory.md | 4 +- 10_Wiki/Topics/Game Analytics (게임 분석).md | 4 +- .../2014 Combat Controls Update.md | 10 +- .../Game Design/4X 시스템 (4X System).md | 10 +- .../Game Design/4X 전략 게임 수익화 모델.md | 6 +- 10_Wiki/Topics/Game Design/4X 전략.md | 12 +- 10_Wiki/Topics/Game Design/AI Exploitation.md | 8 +- .../AI 추적 논리(AI Pursuit Logic).md | 10 +- .../Game Design/Agency and Player Autonomy.md | 2 +- 10_Wiki/Topics/Game Design/Alliance (동맹).md | 8 +- .../Alliances-and-Sector-Hegemony.md | 8 +- .../Anti-Air-and-Anti-Ground-Combat.md | 14 +- .../Topics/Game Design/Arc-2-Technology.md | 6 +- .../Area-of-Effect (AoE) Damage.md | 10 +- .../Topics/Game Design/Assault-Platoons.md | 4 +- 10_Wiki/Topics/Game Design/Baiting Tactics.md | 8 +- .../Baiting-and-Combat-Controls.md | 16 +-- 10_Wiki/Topics/Game Design/Baiting.md | 6 +- 10_Wiki/Topics/Game Design/Base Layouts.md | 8 +- .../Base-Layouts-and-Kill-Zones.md | 12 +- 10_Wiki/Topics/Game Design/Base-Layouts.md | 10 +- .../Combat Controls Update (Feb 2014).md | 10 +- 10_Wiki/Topics/Game Design/Combat Controls.md | 10 +- 10_Wiki/Topics/Game Design/Combined-Arms.md | 6 +- 10_Wiki/Topics/Game Design/Command Center.md | 8 +- .../Command and Control (C2) Interface.md | 12 +- .../Game Design/Command and Control (C2).md | 12 +- 10_Wiki/Topics/Game Design/Control-Points.md | 6 +- .../Damage-Resistance-Platforms.md | 10 +- 10_Wiki/Topics/Game Design/Damage-Types.md | 10 +- .../Topics/Game Design/Defense-Buildings.md | 10 +- .../Topics/Game Design/Defensive Stances.md | 10 +- .../Game Design/Defensive-Architecture.md | 10 +- .../Game Design/Descendants-Sector-Control.md | 10 +- 10_Wiki/Topics/Game Design/Eugen Systems.md | 8 +- 10_Wiki/Topics/Game Design/Events.md | 12 +- ...n-of-the-War-Commander-Combat-Ecosystem.md | 16 +-- 10_Wiki/Topics/Game Design/Fate War.md | 8 +- .../Final Fantasy XV- A New Empire.md | 8 +- .../Game Design/Free-Repair-Strategy.md | 10 +- .../Topics/Game Design/Free-Repair-Tactics.md | 6 +- .../Game Design/GAME_SYSTEM_DESIGN_PROMPT.md | 2 +- .../Game of War BM과 구조 조사.md | 14 +- .../Game Design/Game of War BM과 구조 조사.md | 16 +-- .../Game of War- Fire Age BM 및 구조 설계.md | 10 +- .../Game Design/Game of War- Fire Age.md | 14 +- .../Genre & Mechanics/4X Strategy.md | 8 +- .../Topics/Game Design/Industry/AppLovin.md | 8 +- .../Game Design/Industry/Machine Zone.md | 8 +- 10_Wiki/Topics/Game Design/Iridium.md | 8 +- 10_Wiki/Topics/Game Design/Jailing.md | 4 +- .../Game Design/Kingdom vs. Kingdom (KvK).md | 4 +- .../Kingdom vs. Kingdom Events (KvK).md | 8 +- .../Game Design/Live Operations (LiveOps).md | 10 +- 10_Wiki/Topics/Game Design/LiveOps.md | 8 +- ...폴리오 확장 및 라이브 서비스 모델 고도화.md | 16 +-- .../Game Design/Metronomos-Heavy-Turret.md | 10 +- .../Topics/Game Design/Micro-management.md | 8 +- 10_Wiki/Topics/Game Design/Mixed-Platoons.md | 6 +- 10_Wiki/Topics/Game Design/Mobile Strike.md | 4 +- .../Game Design/Monetization/Power Creep.md | 6 +- .../Monetization/Staircase Monetization.md | 2 +- .../Game Design/Monetization/VIP System.md | 4 +- .../Topics/Game Design/Nightwatch-Bunker.md | 8 +- 10_Wiki/Topics/Game Design/Pay-to-win.md | 6 +- 10_Wiki/Topics/Game Design/Permanent Loss.md | 8 +- ...Resistance-and-Defensive-Specialization.md | 12 +- .../Topics/Game Design/Platform-Resistance.md | 12 +- .../Game Design/Platform-Specialization.md | 10 +- .../Power Creep (Content Treadmills).md | 8 +- .../Topics/Game Design/Puzzles & Survival.md | 6 +- .../Topics/Game Design/Rise of Kingdoms.md | 6 +- .../Rock-Paper-Scissors-Dynamic.md | 2 +- .../Topics/Game Design/Rogue-Player-Bases.md | 6 +- .../Game Design/Sarkis-Cloning-Technology.md | 4 +- .../Topics/Game Design/Sector-Breach-Store.md | 4 +- .../Topics/Game Design/Sector-Breach-XP.md | 6 +- 10_Wiki/Topics/Game Design/Sector.md | 6 +- .../Social & Psychology/Alliances.md | 12 +- .../Social & Psychology/Social Engineering.md | 4 +- 10_Wiki/Topics/Game Design/Splash Damage.md | 6 +- .../Staircase Monetization Model.md | 6 +- 10_Wiki/Topics/Game Design/Status-Effects.md | 8 +- .../Topics/Game Design/Street Duel Fighter.md | 6 +- ...tical-Evolution-of-the-Combat-Ecosystem.md | 14 +- ...Structural-Dynamics-of-Combat-Ecosystem.md | 16 +-- .../Topics/Game Design/Support Insulated.md | 8 +- .../Topics/Game Design/Support-Platforms.md | 10 +- ...n-of-the-War-Commander-Combat-Ecosystem.md | 18 +-- 10_Wiki/Topics/Game Design/Thorium.md | 6 +- 10_Wiki/Topics/Game Design/Unit Stances.md | 8 +- .../Game Design/VIP 시스템 (VIP System).md | 8 +- 10_Wiki/Topics/Game Design/VIP 시스템.md | 8 +- 10_Wiki/Topics/Game Design/VIP.md | 6 +- ...진화(Tactical Evolution of the Combat Ecosystem).md | 14 +- .../War-Commander-Combat-Ecosystem.md | 16 +-- .../War-Commander-Event-Operations.md | 8 +- .../War-Commander-Strategic-Hub.md | 20 +-- ...-Commander-전투-생태계-및-지정학적-구조.md | 12 +- .../Game Design/War-Commander-전투-시스템.md | 20 +-- 10_Wiki/Topics/Game Design/Wonder.md | 2 +- .../Topics/Game Design/World War Rising.md | 4 +- .../가상 화폐 (Virtual Currency).md | 4 +- .../거점(Control Points) 점령전.md | 8 +- .../계단식 수익화 (Staircase Monetization).md | 10 +- ...식 수익화 모델 (Staircase Monetization).md | 6 +- .../Game Design/고과금 유저 (Whales).md | 12 +- .../Game Design/고래 유저 (Whale Players).md | 6 +- .../Game Design/과금 모델 (Monetization).md | 18 +-- ... 동맹 전쟁(Sector Control and Alliance Wars).md | 12 +- .../기지 레이아웃 메타(Base Layout Meta).md | 4 +- .../기지 방어 레이아웃(Base Layouts).md | 8 +- ...방어 설계 및 공략(Base Defense and Siege).md | 12 +- .../기지 방어 설계(Defensive Architecture).md | 14 +- .../Game Design/기지 방어(Base Defense).md | 14 +- .../Game Design/다크 패턴 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Fiber 자산 최적화 (Asset Optimization).md | 10 +- ...e Fiber에서 Rapier 물리 엔진 최적화하기.md | 10 +- .../Revit glTF Export.md | 6 +- .../Revit 모델 렌더링.md | 6 +- .../Rowhammer attack.md | 10 +- .../Graphics & Performance/Rowhammer.md | 8 +- .../Graphics & Performance/SkinnedMesh.md | 6 +- .../Topics/Graphics & Performance/Sorting.md | 14 +- .../Spatial Partitioning.md | 8 +- .../Spectre and Meltdown.md | 14 +- .../Spring Framework.md | 6 +- .../Graphics & Performance/TLB design.md | 6 +- .../TSL (Three Shader Language).md | 6 +- .../Texture Compression.md | 2 +- .../Three Shader Language (TSL).md | 8 +- .../Three.js 렌더링 최적화.md | 10 +- .../Threejs WebGL Rendering Optimization.md | 24 ++-- .../Threejs WebGPU 파티클 예제.md | 10 +- ...Threejs 대규모 렌더링 최적화 파이프라인.md | 14 +- .../Threejs 렌더링 성능 최적화.md | 20 +-- .../Threejs 렌더링 최적화.md | 14 +- .../Threejs 모바일 렌더링 최적화.md | 16 +-- .../Topics/Graphics & Performance/Threejs.md | 20 +-- .../Timestamp Quantization.md | 14 +- .../Timestamp Queries Quantization.md | 12 +- 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10_Wiki/Topics/Immersive-Sim-Design.md | 12 +- 10_Wiki/Topics/Immersive-Sim-Genre.md | 8 +- .../Immersive-Sims-Deus-Ex-Dishonored.md | 12 +- .../Topics/Immersive-Sims-Deus-Ex-Thief.md | 6 +- 10_Wiki/Topics/Immutability-Patterns.md | 10 +- 10_Wiki/Topics/Impedance-Matching.md | 8 +- 10_Wiki/Topics/In-Context-Learning.md | 4 +- 10_Wiki/Topics/Inclusive-Design-and-UX.md | 6 +- 10_Wiki/Topics/Incremental-Computation.md | 10 +- 10_Wiki/Topics/Incremental-Learning.md | 4 +- .../Incremental-Static-Regeneration-ISR.md | 2 +- 10_Wiki/Topics/Incrementalism.md | 8 +- .../Independent Component Analysis (ICA).md | 8 +- .../Topics/Independent-Component-Analysis.md | 4 +- .../Topics/Index-Fragmentation-Analysis.md | 12 +- 10_Wiki/Topics/Index_0.md | 5 - 10_Wiki/Topics/Index_13.md | 2 +- 10_Wiki/Topics/Index_1490.md | 4 - 10_Wiki/Topics/Index_1528.md | 4 - 10_Wiki/Topics/Index_1530.md | 4 - 10_Wiki/Topics/Index_1532.md | 4 - 10_Wiki/Topics/Index_1534.md | 4 - 10_Wiki/Topics/Index_2.md | 6 +- 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| 10 +- 10_Wiki/Topics/Lean-Project-Management.md | 6 +- 10_Wiki/Topics/Learning-Paths.md | 10 +- 10_Wiki/Topics/Learning-Rate-Schedules.md | 4 +- 10_Wiki/Topics/Learning-Rate-Scheduling.md | 2 +- 10_Wiki/Topics/Least-Squares-Methods.md | 4 +- 10_Wiki/Topics/Legacy-Systems.md | 10 +- 10_Wiki/Topics/Lessons Learned.md | 10 +- 10_Wiki/Topics/Level of Detail (LOD).md | 8 +- 10_Wiki/Topics/Levels of Understanding.md | 12 +- 10_Wiki/Topics/Lighting and Composition.md | 8 +- 10_Wiki/Topics/Linear-Algebra-Foundations.md | 4 +- 10_Wiki/Topics/Linear-Algebra-for-ML.md | 4 +- 10_Wiki/Topics/Linear-Algebra.md | 6 +- .../Topics/Linear-Discriminant-Analysis.md | 6 +- 10_Wiki/Topics/Linear-Programming.md | 6 +- 10_Wiki/Topics/Linear-Regression-Mastery.md | 6 +- 10_Wiki/Topics/Linguistic-Analysis-in-AI.md | 8 +- 10_Wiki/Topics/Linked-Lists-and-Trees.md | 8 +- 10_Wiki/Topics/Linux-Performance-Tuning.md | 8 +- .../Topics/Liskov-Substitution-Principle.md | 8 +- 10_Wiki/Topics/LoRA (Low-Rank 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.../Programming & Language/InstancedMesh.md | 14 +- .../Programming & Language/Interop 2025.md | 6 +- .../Inventory Management Example.md | 6 +- .../Topics/Programming & Language/JPEG XL.md | 6 +- .../Programming & Language/JavaScriptCore.md | 12 +- .../Topics/Programming & Language/Joern.md | 2 +- .../MVC (Model-View-Controller).md | 6 +- .../Topics/Programming & Language/Major GC.md | 10 +- .../Mark-Sweep-Compact 알고리즘.md | 10 +- .../Mark-Sweep-Compact(메이저 GC).md | 14 +- .../Programming & Language/Mark-Sweep.md | 16 +-- ...Monorepo(Turborepo 등) 환경의 린트 관리.md | 12 +- .../Topics/Programming & Language/Monorepo.md | 12 +- .../Netflix 마이크로서비스 전환.md | 8 +- .../Network Coordinate Systems.md | 8 +- .../New Space(Young Generation).md | 6 +- .../Nodejs Memory Tuning.md | 10 +- .../Nodejs Production Monitoring.md | 12 +- .../Nodejs 메모리 최적화.md | 14 +- .../Nodejs 메모리 튜닝.md | 18 +-- .../Nodejs 성능 디버깅.md | 18 +-- .../Nodejs 성능 최적화 및 디버깅.md | 12 +- ...Nodejs 프로세스 모니터링 및 메모리 분석.md | 14 +- .../Topics/Programming & Language/Nodejs.md | 16 +-- ...NotebookLM-Automated-Authentication-CLI.md | 2 +- .../Object Pooling (오브젝트 풀링).md | 8 +- ...eb Worker를 활용한 메인 스레드 병목 해결.md | 8 +- .../Topics/Programming & Language/Oilpan.md | 4 +- .../Old Space (구 세대 공간).md | 12 +- .../Old Space(Old Generation).md | 14 +- .../Programming & Language/Old Space.md | 12 +- .../Orinoco 가비지 컬렉터.md | 14 +- .../Orinoco 프로젝트.md | 10 +- .../Topics/Programming & Language/Orinoco.md | 10 +- .../Topics/Programming & Language/Overdraw.md | 6 +- .../Page Experience Algorithm.md | 10 +- .../Parse dont validate.md | 6 +- .../Performance Panel.md | 12 +- .../Pointer Compression.md | 8 +- .../Pointer Poisoning.md | 6 +- .../Topics/Programming & Language/Prettier.md | 6 +- .../Reachability Analysis.md | 8 +- .../React 19 Compiler.md | 12 +- .../React 및 Nextjs 개발 환경.md | 12 +- .../React 재조정 (Reconciliation) 최적화.md | 14 +- .../React 컴포넌트 Props 전달 및 상태 관리.md | 6 +- .../Programming & Language/Readonly Type.md | 8 +- .../Readonly 유틸리티 타입.md | 6 +- .../Real User Monitoring (RUM).md | 6 +- .../Programming & Language/Render State.md | 6 +- .../Programming & Language/Result Type.md | 6 +- .../Robust-GitHub-Sync-Pipeline.md | 6 +- .../SCA (소프트웨어 구성 분석).md | 10 +- .../Programming & Language/SOLID 원칙.md | 8 +- .../SPA 라우트 전환 성능 최적화.md | 10 +- .../Satisfies Operator.md | 10 +- .../Topics/Programming & Language/Scavenge.md | 10 +- .../Scavenger 알고리즘.md | 12 +- .../Programming & Language/Scheduler API.md | 4 +- .../Server Architecture.md | 4 +- ...redArrayBuffer vs postMessage 성능 차이.md | 4 +- .../SharedArrayBuffer 동시성 문제 해결법.md | 8 +- ...ffer 보안 이슈와 Cross-Origin Isolation.md | 6 +- ...yBuffer 보안을 위한 COOP COEP 헤더 설정.md | 6 +- ...위한 Cross-Origin Isolation 서버 헤더 설정.md | 8 +- ...fer로 스레드 간 메모리 공유 효율 높이기.md | 8 +- ...aredArrayBuffer와 Atomics 구체적 활용법.md | 6 +- .../Side-channel Attack.md | 12 +- .../Single Page Applications (SPA).md | 6 +- .../Topics/Programming & Language/Spectre.md | 10 +- .../Speculative Execution.md | 10 +- .../Programming & Language/Stop-the-world.md | 12 +- .../Structural Typing.md | 8 +- .../Programming & Language/StyleCounsel.md | 6 +- .../Programming & Language/Submodules.md | 4 +- .../Synthetic Testing.md | 10 +- .../Topics/Programming & Language/TeamCity.md | 2 +- .../Programming & Language/Texture Atlas.md | 12 +- .../Throttling Debouncing.md | 2 +- .../Programming & Language/Timing Attack.md | 10 +- .../Programming & Language/Timing Attacks.md | 12 +- .../To-Space와 From-Space.md | 10 +- ...반 외부 연동사 플러그인 개발 생태계 구축.md | 4 +- .../Toss Front SDK의 Facade 패턴 적용 사례.md | 4 +- .../Turborepo 기반 모노레포 워크플로우.md | 12 +- .../Turborepo 환경 구성.md | 10 +- .../Programming & Language/Turborepo.md | 8 +- ... 다중 애플리케이션 및 라이브러리 통합 관리.md | 12 +- .../Programming & Language/Type Casting.md | 6 +- ...Error Handling Exhaustiveness Checking.md | 4 +- .../Programming & Language/TypeScript 49.md | 8 +- .../TypeScript API Development.md | 4 +- .../TypeScript Advanced Type System.md | 20 +-- ...eScript Utility Types (Record Readonly).md | 8 +- ...pt 타입 시스템 (TypeScript Type System).md | 12 +- ...peScript 타입 시스템 및 인터페이스 설계.md | 6 +- ...템을 활용한 내부 로직 보호 및 데이터 검증.md | 10 +- ...ript의 제어 흐름 분석 및 상태 관리 패턴.md | 6 +- .../Programming & Language/Union Types.md | 6 +- .../V8 Engine Heap Management.md | 18 +-- .../Programming & Language/V8 Engine.md | 16 +-- .../V8 Heap Architecture.md | 14 +- .../V8 JavaScript Engine.md | 18 +-- .../V8 가비지 컬렉션(Garbage Collection).md | 20 +-- .../V8 메모리 케이지(V8 Memory Cage).md | 10 +- .../V8 엔진 힙 아키텍처 및 로그 분석.md | 20 +-- .../V8 엔진 힙 아키텍처.md | 16 +-- ... 메모리 관리 아키텍처 및 Orinoco 프로젝트.md | 22 ++-- .../V8 힙 공간(V8 Heap Spaces).md | 10 +- .../Programming & Language/V8 힙(Heap).md | 16 +-- .../Programming & Language/VR Sickness.md | 6 +- .../VR 멀미 (VR Sickness).md | 8 +- .../VR 멀미(VR sickness).md | 8 +- .../Vergence-Accommodation Conflicts.md | 6 +- ...제 고부하 병렬 처리 구현체 (실패_성공 포함).md | 2 +- .../WebKit Security Mitigations.md | 14 +- .../Topics/Programming & Language/WebKit.md | 12 +- .../Programming & Language/Write Barrier.md | 6 +- .../Zod 런타임 유효성 검사 통합.md | 4 +- ... 브랜디드 타입을 결합한 런타임 데이터 검증.md | 4 +- 10_Wiki/Topics/Programming & Language/Zod.md | 8 +- .../Zustand-Based-Mission-Persistence.md | 6 +- .../as const Assertion.md | 8 +- .../Topics/Programming & Language/as const.md | 4 +- ...ffer를 결합한 멀티스레드 고성능 아키텍처.md | 8 +- ...CS와 SharedArrayBuffer의 실제 코드 통합.md | 4 +- .../eslint-config-prettier.md | 8 +- .../eslint-plugin-prettier.md | 6 +- .../Programming & Language/lint-staged.md | 10 +- .../never 타입(never type).md | 6 +- .../Programming & Language/never 타입.md | 8 +- .../Topics/Programming & Language/readonly.md | 8 +- .../satisfies Keyword.md | 8 +- .../satisfies 연산자.md | 12 +- .../Topics/Programming & Language/ts-brand.md | 8 +- .../useEffect 클린업(Cleanup).md | 8 +- .../가비지 컬렉션 (Garbage Collection).md | 18 +-- .../가비지 컬렉터(Garbage Collector).md | 18 +-- .../가상현실 멀미 (VR Sickness).md | 8 +- ...효과 연구(Virtual Reality Aftereffects Study).md | 10 +- ... 후유증 연구(VR Exergaming Aftereffects Study).md | 10 +- ...(Virtual reality exergaming aftereffects research).md | 12 +- ...실 후유증 (Virtual Reality Aftereffects).md | 6 +- .../가상현실 후유증(VR Aftereffects).md | 8 +- ...게임 인지 사후 효과 분석(CANTAB 5-choice RTI).md | 6 +- .../가상현실(VR) 자전거 시뮬레이터.md | 2 +- .../감각 통합(Sensory integration).md | 6 +- .../Programming & Language/개발자 경험(DX).md | 4 +- .../객체 지향 소프트웨어 아키텍처 설계.md | 6 +- .../객체 지향 프로그래밍 (OOP).md | 6 +- ... 프로그래밍 (Object-Oriented Programming).md | 6 +- .../객체 지향 프로그래밍(OOP).md | 6 +- .../견고한 도메인 모델 및 API 계약 설계.md | 8 +- .../결합도 (Coupling).md | 4 +- .../경고 피로 (Alert Fatigue).md | 6 +- .../계층화 아키텍처 (Layered Architecture).md | 6 +- ...잉 속성 체크 (Excess Property Checking).md | 8 +- .../과잉 속성 체크(EPC).md | 8 +- ...잉 속성 체크(Excess Property Checking).md | 6 +- ...심사의 분리 (Separation of Concerns SoC).md | 14 +- .../관심사의 분리 (Separation of Concerns).md | 12 +- .../관심사의 분리 (SoC).md | 8 +- .../관심사의 분리(Separation of Concerns).md | 10 +- .../관심사의 분리(SoC).md | 10 +- .../관점 지향 프로그래밍 (AOP).md | 2 +- .../관점 지향 프로그래밍(AOP).md | 2 +- .../교집합 타입(Intersection Type).md | 2 +- .../구조적 타이핑(Structural Typing).md | 6 +- .../Programming & Language/구조적 타이핑.md | 6 +- ...본 타입에의 집착 (Primitive Obsession).md | 6 +- ...기본 타입에의 집착(Primitive Obsession).md | 4 +- .../깊이 지각 (Depth Perception).md | 6 +- .../깊이 지각(Depth perception).md | 8 +- ...딩 파이프라인 (Netflix Video Encoding Pipeline).md | 6 +- ...플릭스 코스모스 플랫폼 (Netflix Cosmos).md | 8 +- ...x)의 마이크로서비스 및 코스모스 플랫폼 전환.md | 10 +- ...의 코스모스 플랫폼 및 마이크로서비스 전환.md | 10 +- ...절 충돌(Vergence-accommodation conflicts).md | 8 +- .../느슨한 결합 (Loose Coupling).md | 8 +- .../단일 책임 원칙 (SRP).md | 2 +- ...임 원칙 (Single Responsibility Principle).md | 2 +- .../단일 책임 원칙(SRP).md | 2 +- ...모 TypeScript 애플리케이션 아키텍처 설계.md | 10 +- ... TypeScript 프로젝트의 컴파일 성능 최적화.md | 4 +- .../대규모 데이터 렌더링 및 가상화 최적화.md | 4 +- ...포(Turborepo) 환경에서의 린트 오케스트레이션.md | 12 +- .../대규모 웹 그래픽스 프로젝트.md | 10 +- ... 애플리케이션의 조직 및 기술적 확장성 확보.md | 10 +- .../덕 타이핑(Duck Typing).md | 4 +- ... (DevSecOps) 환경에서의 지속적인 보안 검사.md | 12 +- .../데이터 거버넌스 (Data Governance).md | 4 +- ...달 가능성 분석 (Reachability Analysis).md | 10 +- ...메인 기반 설계 (DDD) 및 데이터 오염 방지.md | 4 +- .../도메인 기반 설계 (DDD).md | 8 +- .../도메인 기반 설계(DDD).md | 2 +- .../도메인 기반 설계(DDD)의 데이터 검증.md | 2 +- ...진적 마킹(Concurrent Incremental Marking).md | 16 +-- .../동작 속도(Movement Speed).md | 6 +- .../동적 애플리케이션 보안 테스트(DAST).md | 6 +- .../라이브러리 및 확장 가능한 코드베이스.md | 6 +- .../런타임 상태 검증(Runtime Validation).md | 2 +- .../리로디드(Reloaded).md | 6 +- .../리터럴 타입 (Literal Types).md | 6 +- .../마이크로서비스 아키텍처 (MSA).md | 10 +- .../마크-스윕(Mark-Sweep).md | 14 +- ... 디스플레이(HMD) 환경의 시각적 후유증 연구.md | 6 +- .../메모리 누수(Memory Leaks).md | 18 +-- .../명목적 타이핑 (Nominal Typing).md | 6 +- .../명목적 타이핑(Nominal Typing).md | 6 +- .../모노레포(Monorepo) 기반 구성 중앙화.md | 12 +- .../모노레포(Monorepo) 설정 중앙화.md | 10 +- .../모노레포(Monorepo) 아키텍처 설정.md | 10 +- ...리식 아키텍처 (Monolithic Architecture).md | 4 +- .../모듈러 통합 건설 (MiC).md | 2 +- .../모듈화 및 아키텍처 경계 설정.md | 12 +- .../반응 시간(Reaction Time).md | 6 +- ...(Data Transformation between Backend and Frontend).md | 10 +- ...즈니스 도메인 (금융 헬스케어 이커머스 등).md | 6 +- .../불변성 (Immutability).md | 12 +- .../불변성(Immutability).md | 12 +- .../불필요한 리렌더링 방지.md | 12 +- .../브라우저 메모리 관리 및 최적화.md | 14 +- .../브라우저 및 Nodejs 메모리 튜닝.md | 18 +-- .../브랜디드 타입 (Branded Types).md | 4 +- ... 후유증 평가(Beat Saber Exergaming Aftereffects).md | 6 +- .../비트 세이버(Beat Saber) 실험.md | 8 +- .../비트 세이버(Beat Saber) 엑서게임 연구.md | 8 +- .../비트 세이버(Beat Saber).md | 10 +- ...Beat Saber_ An Investigation of Virtual Reality Aftereffects).md | 8 +- ...링(State Management and API Response Modeling).md | 6 +- .../상태 머신(State Machine) 설계.md | 6 +- .../서드파티 라이브러리 및 API 연동.md | 4 +- .../Programming & Language/선언 파일(dts).md | 6 +- ...블 설계(Configuration Objects and Lookup Tables).md | 6 +- .../세대 가설(Generational Hypothesis).md | 14 +- .../소프트웨어 구성 분석(SCA).md | 8 +- .../소프트웨어 아키텍처 베스트 프랙티스.md | 10 +- .../소프트웨어 아키텍처 설계.md | 8 +- .../수동 코드 리뷰 (Manual Code Review).md | 6 +- .../Programming & Language/수동 코드 리뷰.md | 2 +- ...절 불일치(Vergence-Accommodation Conflict).md | 6 +- .../순차적 게이트 아키텍처.md | 2 +- .../스캐빈저(Scavenger) _ 마이너 GC.md | 14 +- .../스택 트레이스(Stack trace).md | 8 +- ...랭글러 피그 패턴(Strangler Fig Pattern).md | 4 +- .../스파게티 코드 (Spaghetti Code).md | 4 +- ...티파이 자율적 분대 모델 (Spotify Squad).md | 6 +- ...크로 프론트엔드 (Spotify Squads and Micro Frontends).md | 6 +- .../스포티파이 자율적 분대 모델.md | 4 +- ...y)의 스쿼드 모델 및 마이크로 프론트엔드 도입.md | 4 +- .../시각 및 인지적 후유증 연구.md | 8 +- ...-전정 갈등 (Visual-Vestibular Conflict).md | 6 +- ...정 감각 충돌(Visual-Vestibular Conflict).md | 6 +- ...각-전정 충돌(Visual-vestibular conflict).md | 6 +- .../시프트 레프트 (Shift-Left).md | 8 +- .../시프트 레프트(Shift-Left).md | 10 +- .../식별 가능한 유니온.md | 4 +- .../실재감(Presence).md | 6 +- .../쓰기 장벽(Write Barrier).md | 12 +- .../안구 운동 기능 (Oculomotor Functions).md | 6 +- .../안구 운동 기능(Oculomotor functions).md | 8 +- .../안구 운동 증상(Oculomotor Symptoms).md | 10 +- ...TypeScript 데이터 모델링 및 설정 관리 구축.md | 12 +- .../안전한 소프트웨어 개발 수명주기(SSDLC).md | 8 +- ...수 없는 외부 데이터 검증 (unknown types).md | 4 +- .../약한 타입 검사(Weak Type Detection).md | 6 +- .../약한 타입 탐지 (Weak Type Detection).md | 4 +- .../에일리어싱 (Aliasing).md | 6 +- .../엑서게임(Exergaming).md | 10 +- .../엔터프라이즈 소프트웨어 개발.md | 6 +- .../엔터프라이즈 소프트웨어 시스템 설계.md | 8 +- ...프라이즈 애플리케이션 및 점진적 리팩토링.md | 10 +- .../엔터프라이즈 애플리케이션 설계.md | 10 +- .../오래된 공간(Old Space).md | 16 +-- .../오리노코(Orinoco GC).md | 16 +-- .../오리노코(Orinoco) 프로젝트.md | 16 +-- .../오버드로우(Overdraw).md | 12 +- ...픈소스 컴포넌트 (Open Source Components).md | 8 +- .../완전성 검사(Exhaustiveness Checking).md | 4 +- .../외부 API 데이터 및 설정 파일 처리.md | 10 +- .../외부 API 데이터의 런타임 검증 후 처리.md | 4 +- .../외부 라이브러리 API 설계.md | 2 +- .../웹 애플리케이션의 3계층 구조.md | 10 +- .../웹 워커 이벤트 포워딩 Event Forwarding.md | 8 +- ...워커 이벤트 포워딩 통신 지연 최소화 방법.md | 4 +- .../웹 프론트엔드 성능 최적화.md | 14 +- .../유니온 타입(Union Types).md | 8 +- .../유스케이스 (Use Cases).md | 4 +- .../응집도 (Cohesion).md | 8 +- ...응집도와 결합도 (Cohesion and Coupling).md | 4 +- .../Programming & Language/응집도와 결합도.md | 4 +- .../의존성 역전 (Dependency Inversion).md | 8 +- .../의존성 역전 원칙 (DIP).md | 6 +- ... 원칙 (Dependency Inversion Principle DIP).md | 10 +- ...역전 원칙 (Dependency Inversion Principle).md | 8 +- .../의존성 주입 (DI).md | 6 +- .../의존성 주입 (Dependency Injection).md | 10 +- .../Programming & Language/의존성 주입(DI).md | 4 +- .../이동 속도(Movement Speed).md | 6 +- ... 기반 아키텍처 (Event-Driven Architecture).md | 8 +- .../이전 세대(Old Generation_Space).md | 16 +-- .../이커머스의 실시간 재고 관리.md | 4 +- .../자동화된 코드 리뷰.md | 10 +- .../자바 가상 머신(JVM).md | 8 +- ... 실행되는 실시간 데이터 대시보드 최적화.md | 10 +- .../재귀적 불변성 (DeepReadonly).md | 8 +- .../점진적 마킹(Incremental marking).md | 14 +- .../정적 분석(Static Analysis).md | 12 +- .../제어 흐름 분석 (Control Flow Analysis).md | 8 +- ... 불일치 (Vergence-Accommodation Conflict).md | 4 +- ...주 불일치(Vergence-Accommodation Conflict).md | 6 +- .../집합론 (Set Theory).md | 6 +- .../집합론(Set Theory).md | 6 +- .../철벽 수비대 인터페이스 설계 전략.md | 8 +- ... 타입 시스템과 견고한 인터페이스 설계의 정수.md | 12 +- ...과 속성 검사 (Excess Property Checking).md | 10 +- ...초과 속성 검사 (Excess Property Checks).md | 6 +- .../추상 구문 트리(AST).md | 6 +- .../추상화(Abstraction).md | 8 +- .../Topics/Programming & Language/추상화.md | 4 +- .../카오스 몽키(Chaos Monkey).md | 6 +- .../코드 리뷰 (Code Review).md | 8 +- ...자 인식)에 미치는 영향을 평가하는 기계 학습 모델 분류 연구.md | 4 +- .../코드 축소 (Code minification).md | 8 +- .../코드 포매팅 (Code formatting).md | 12 +- ...동화 (Code Quality Management and Automation).md | 14 +- .../클로저(Closures).md | 8 +- ... 계측(Allocation instrumentation on timeline).md | 6 +- .../타입 가드 (Type Predicates).md | 2 +- .../타입 가드(Type Guards).md | 4 +- .../타입 단언 (Type Assertions).md | 6 +- .../타입 단언(Type Assertion).md | 6 +- .../타입 단언(Type Assertions).md | 8 +- .../타입 서술어 (Type Predicates).md | 2 +- .../타입 서술어(Type Predicates).md | 4 +- .../타입 안전성 (Type Safety).md | 10 +- ... 정의가 부족한 서드파티 라이브러리 연동.md | 4 +- .../타입 조건자(Type Predicates).md | 2 +- .../타입 좁히기 (Type Narrowing).md | 12 +- .../타입 좁히기(Type Narrowing).md | 14 +- .../타입 캐스팅 (Type Casting).md | 8 +- ...입스크립트 상태 관리 및 분기 처리 설계.md | 8 +- .../Programming & Language/타파스(Tapas).md | 2 +- .../토스(Toss) Front SDK 퍼사드 패턴 적용.md | 4 +- .../토스(Toss) SDK 설계.md | 2 +- ...플레이스 결제 단말기 외부 연동 SDK 개발.md | 4 +- .../팀 단위 코드 품질 및 컨벤션 유지.md | 12 +- .../포인터 압축(Pointer Compression).md | 10 +- ...절 갈등 (Vergence-Accommodation Conflict).md | 4 +- ... 불일치(Vergence-Accommodation Conflicts).md | 6 +- ...절 불일치(Vergence-accommodation conflict).md | 6 +- ...엔드 및 모노레포(Monorepo) 개발 환경 설정.md | 12 +- .../핀테크의 실시간 사기 탐지.md | 4 +- .../할당 타임라인(Allocation Timeline).md | 12 +- .../힙 메모리(Heap Memory).md | 20 +-- .../힙 스냅샷 (Heap Snapshots).md | 12 +- .../NDF (Neutral Data Format).md | 8 +- 10_Wiki/Topics/Programming & Tools/War-Yes.md | 4 +- .../Programming & Tools/ndf-parse 패키지.md | 6 +- .../Topics/Programming & Tools/ndf-parse.md | 4 +- .../가변적 LOD(Level of Detail) 시스템.md | 4 +- .../데이터 파싱 (Data Parsing).md | 8 +- .../데이터 파싱(Data Parsing).md | 10 +- .../지연 렌더링(Deferred Rendering).md | 8 +- .../텔레메트리 (Telemetry) 밸런싱.md | 6 +- .../텔레메트리 (Telemetry).md | 4 +- .../텔레메트리 데이터 (Telemetry Data).md | 4 +- ...텔레메트리 밸런싱 (Telemetry Balancing).md | 4 +- .../텔레메트리 밸런싱(Telemetry Balancing).md | 4 +- .../텔레메트리(Telemetry) 데이터 분석.md | 6 +- .../Topics/Programming & Web/ASPNET Core.md | 6 +- 10_Wiki/Topics/Progressive-Disclosure.md | 4 +- .../Project-Management-Best-Practices.md | 6 +- 10_Wiki/Topics/Project-Management.md | 12 +- 10_Wiki/Topics/Prompt Structure.md | 10 +- .../Topics/Prompt-Engineering-Foundations.md | 8 +- 10_Wiki/Topics/Prompt-Engineering.md | 8 +- 10_Wiki/Topics/Proprioception.md | 6 +- 10_Wiki/Topics/Pros-Cons-Table.md | 8 +- 10_Wiki/Topics/Protocols.md | 8 +- 10_Wiki/Topics/Prototyping.md | 8 +- .../Proximal Policy Optimization (PPO).md | 8 +- .../Topics/Proximal-Policy-Optimization.md | 6 +- 10_Wiki/Topics/Pruning-Techniques.md | 6 +- .../Topics/Ps-Reinforce Policy Framework.md | 4 +- 10_Wiki/Topics/Ps-Reinforce.md | 4 +- 10_Wiki/Topics/Psychology & Behavior.md | 10 +- .../Amygdala Hyperactivity.md | 6 +- .../Behavioral Segmentation.md | 10 +- .../FOMO (Fear of Missing Out).md | 2 +- .../Psychology & Behavior/게이미피케이션.md | 6 +- .../대수의 법칙(Law of Large Numbers).md | 4 +- .../소셜 엔지니어링 (Social Engineering).md | 10 +- .../Topics/Psychology & Behavior/손실 회피.md | 8 +- .../악명(Infamy) 시스템.md | 2 +- .../Functional Behavior Analysis (FBA).md | 8 +- 10_Wiki/Topics/Psychology-of-Learning.md | 4 +- 10_Wiki/Topics/Psychology.md | 10 +- 10_Wiki/Topics/Psychology/ABA.md | 8 +- .../Psychology/Addiction_Neuroscience.md | 8 +- .../Topics/Psychology/Behavioral_Economics.md | 8 +- 10_Wiki/Topics/Psychology/Dopamine.md | 6 +- 10_Wiki/Topics/Psychology/Neuroplasticity.md | 4 +- 10_Wiki/Topics/Psychology/Nudge_Theory.md | 6 +- .../Topics/Psychology/Operant_Conditioning.md | 8 +- .../Topics/Pull Request (PR) 워크플로우.md | 10 +- 10_Wiki/Topics/Pull Request (PR).md | 10 +- 10_Wiki/Topics/Pull-Request.md | 6 +- 10_Wiki/Topics/Purpose.md | 14 +- 10_Wiki/Topics/PyTorch-Foundations.md | 6 +- 10_Wiki/Topics/PyTorch-Lightning.md | 8 +- 10_Wiki/Topics/Python-for-Data-Science.md | 4 +- 10_Wiki/Topics/Q-Learning Foundations.md | 8 +- 10_Wiki/Topics/Quality Gates.md | 10 +- 10_Wiki/Topics/Quality-Control.md | 8 +- .../Quantitative Economics (수량경제학).md | 6 +- 10_Wiki/Topics/Quantization-Foundations.md | 2 +- 10_Wiki/Topics/Quantization.md | 10 +- 10_Wiki/Topics/Quantum Computing (Intro).md | 8 +- 10_Wiki/Topics/Quantum-Computing-for-AI.md | 6 +- 10_Wiki/Topics/Quantum-Computing.md | 6 +- 10_Wiki/Topics/Quantum-Machine-Learning.md | 2 +- 10_Wiki/Topics/Query-Optimization.md | 8 +- 10_Wiki/Topics/Queue-Management-Systems.md | 4 +- 10_Wiki/Topics/Quick-Wins.md | 10 +- 10_Wiki/Topics/RAG (검색 증강 생성).md | 6 +- 10_Wiki/Topics/RAG-and-Document-Retrieval.md | 6 +- 10_Wiki/Topics/RAG.md | 10 +- .../Topics/RLAIF (AI 피드백 기반 강화학습).md | 4 +- .../RLHF (인간 피드백 기반 강화 학습).md | 12 +- 10_Wiki/Topics/RL_Neuroscience.md | 6 +- 10_Wiki/Topics/RMSProp-Optimizer.md | 6 +- 10_Wiki/Topics/RNN.md | 10 +- 10_Wiki/Topics/ROC-AUC-Curves.md | 2 +- 10_Wiki/Topics/ROUGE-Metrics.md | 6 +- 10_Wiki/Topics/Random-Forest-Classifiers.md | 8 +- 10_Wiki/Topics/Randomized-Algorithms.md | 6 +- 10_Wiki/Topics/Ranking-Algorithms.md | 4 +- 10_Wiki/Topics/Rapid-Prototyping.md | 12 +- 10_Wiki/Topics/ReLU-Activation-Functions.md | 12 +- 10_Wiki/Topics/React-Context-API.md | 10 +- .../React-Error-Boundaries-and-Handling.md | 6 +- 10_Wiki/Topics/React-Hooks.md | 12 +- .../Topics/React_Clean_Code_Best_Practices.md | 4 +- 10_Wiki/Topics/React_Hooks_Deep_Dive.md | 6 +- 10_Wiki/Topics/React_Mental_Model.md | 8 +- .../Topics/React_Performance_Optimization.md | 6 +- .../Topics/React_State_Management_Strategy.md | 8 +- 10_Wiki/Topics/React_Testing_Strategy.md | 4 +- 10_Wiki/Topics/Reactive-Programming.md | 8 +- 10_Wiki/Topics/Real-time-Data-Streaming.md | 10 +- 10_Wiki/Topics/Real-time-Operation.md | 8 +- 10_Wiki/Topics/Reasoning.md | 10 +- 10_Wiki/Topics/Recommendation-Systems.md | 8 +- .../Topics/Recording Academy (The Grammys).md | 10 +- 10_Wiki/Topics/Recurrent-Neural-Networks.md | 10 +- .../Refactoring-Legacy-React-Codebases.md | 8 +- 10_Wiki/Topics/Reference-Management.md | 10 +- 10_Wiki/Topics/Reference.md | 8 +- 10_Wiki/Topics/Refinement.md | 12 +- 10_Wiki/Topics/Reflection.md | 8 +- .../Topics/Regression-Analysis-Foundations.md | 6 +- 10_Wiki/Topics/Regularization-Strategies.md | 4 +- 10_Wiki/Topics/Regularization-Techniques.md | 2 +- 10_Wiki/Topics/Regularization.md | 8 +- 10_Wiki/Topics/Reinforcement Learning (RL).md | 8 +- ...ment Learning for Automated Playtesting.md | 10 +- ...ement-Learning-from-Human-Feedback-RLHF.md | 4 +- 10_Wiki/Topics/Reinforcement-Learning.md | 6 +- 10_Wiki/Topics/Related-Work.md | 10 +- .../Topics/Relational Algebra in Databases.md | 6 +- 10_Wiki/Topics/Relational-Database.md | 8 +- 10_Wiki/Topics/Relational-Databases.md | 8 +- 10_Wiki/Topics/Relative-Positioning.md | 8 +- 10_Wiki/Topics/Relevance-Feedback.md | 4 +- 10_Wiki/Topics/Reliability.md | 10 +- 10_Wiki/Topics/Reliability_Safety_First.md | 6 +- 10_Wiki/Topics/Remote-Rehabilitation.md | 4 +- 10_Wiki/Topics/Replenishment.md | 10 +- 10_Wiki/Topics/Reports.md | 10 +- 10_Wiki/Topics/Repository.md | 8 +- 10_Wiki/Topics/Representation Theory.md | 2 +- 10_Wiki/Topics/Representation-Learning.md | 6 +- 10_Wiki/Topics/Requirements.md | 8 +- 10_Wiki/Topics/ResNet-Architectures.md | 6 +- 10_Wiki/Topics/Research-Framework.md | 14 +- 10_Wiki/Topics/Research-Methodology.md | 10 +- 10_Wiki/Topics/Research.md | 10 +- 10_Wiki/Topics/Residual-Networks.md | 6 +- 10_Wiki/Topics/Resilience.md | 14 +- 10_Wiki/Topics/Resource-Allocation.md | 10 +- 10_Wiki/Topics/Resource-Management.md | 6 +- 10_Wiki/Topics/Restorative Justice.md | 6 +- 10_Wiki/Topics/Retainers(유지 경로).md | 14 +- 10_Wiki/Topics/Retaining Path.md | 8 +- .../Retrieval-Augmented-Generation-RAG.md | 4 +- 10_Wiki/Topics/Revenge-Cycle-Dynamics.md | 8 +- 10_Wiki/Topics/Reward Hacking (보상 해킹).md | 6 +- 10_Wiki/Topics/Reward Prediciton Error.md | 2 +- ...eward Prediction Error (상태 예측 오류).md | 2 +- 10_Wiki/Topics/Reward Prediction Error.md | 8 +- 10_Wiki/Topics/Reward-Shaping-in-RL.md | 4 +- 10_Wiki/Topics/Ridge-Regression.md | 8 +- 10_Wiki/Topics/Risk Management.md | 10 +- 10_Wiki/Topics/Risk-Assessment-with-AI.md | 6 +- 10_Wiki/Topics/Risk-Management.md | 10 +- 10_Wiki/Topics/Risk-Orchestration.md | 12 +- 10_Wiki/Topics/Roadmap.md | 8 +- 10_Wiki/Topics/Robotics-Foundations.md | 8 +- 10_Wiki/Topics/Robotics.md | 8 +- 10_Wiki/Topics/Robust-Machine-Learning.md | 4 +- 10_Wiki/Topics/Robustness.md | 6 +- .../Topics/Role of Conflict in Narrative.md | 6 +- 10_Wiki/Topics/Root-Cause-Analysis-RCA.md | 4 +- 10_Wiki/Topics/Root-Mean-Square-Error.md | 4 +- 10_Wiki/Topics/Roughness (그래픽 및 물리).md | 10 +- 10_Wiki/Topics/Rule-based-Systems.md | 6 +- 10_Wiki/Topics/SAR.md | 14 +- ...T (Static Application Security Testing).md | 10 +- .../SAST (정적 애플리케이션 보안 테스트).md | 12 +- .../SAST (정적 애플리케이션 보안 테스팅).md | 10 +- 10_Wiki/Topics/SAST.md | 10 +- .../Topics/SCM (Supply Chain Management).md | 14 +- .../SDLC (소프트웨어 개발 수명 주기).md | 6 +- 10_Wiki/Topics/SEO.md | 10 +- .../Topics/SFT (Supervised Fine-Tuning).md | 6 +- 10_Wiki/Topics/SME.md | 8 +- 10_Wiki/Topics/SOTA.md | 12 +- 10_Wiki/Topics/SOW.md | 12 +- 10_Wiki/Topics/SPOF.md | 8 +- 10_Wiki/Topics/SQL-Performance-Tuning.md | 8 +- 10_Wiki/Topics/SRE.md | 10 +- .../Topics/SaaS (Software as a Service).md | 8 +- 10_Wiki/Topics/SaaS.md | 12 +- 10_Wiki/Topics/Safety & Reliability.md | 6 +- 10_Wiki/Topics/Sales-Strategy.md | 12 +- 10_Wiki/Topics/Sampling-Techniques.md | 4 +- 10_Wiki/Topics/Scalability-in-AI-Systems.md | 6 +- 10_Wiki/Topics/Scalability.md | 10 +- .../Scalable-Design-System-Governance.md | 12 +- 10_Wiki/Topics/Scaling-Laws-for-LLMs.md | 2 +- 10_Wiki/Topics/Scheduler-Design-in-ML.md | 2 +- 10_Wiki/Topics/Schema-Design-for-NoSQL.md | 6 +- 10_Wiki/Topics/Schema.md | 8 +- 10_Wiki/Topics/Science of Failure.md | 12 +- 10_Wiki/Topics/Scientific Communication.md | 4 +- 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[16:07:45] 👤 **사용자** -[모닝 브리핑] 오늘 날짜는 2026-04-30입니다. 회사 목표(goals.md)와 지금까지의 의사결정 로그를 바탕으로 오늘 우리 회사가 우선순위로 처리해야 할 작업 3가지를 결정하고, 각 작업을 적절한 에이전트에게 분배하세요. +[모닝 브리핑] 오늘 날짜는 2026-04-30입니다. 회사 목표([[goals]].md)와 지금까지의 의사결정 로그를 바탕으로 오늘 우리 회사가 우선순위로 처리해야 할 작업 3가지를 결정하고, 각 작업을 적절한 에이전트에게 분배하세요. ## [16:28:10] 🧭 **CEO** · _작업 분배_ 회사 목표와 로그가 초기화 상태이므로, 시장 분석을 통한 닉슈 선정 → 수익화 전략 및 KPI 도출 → 일일/주간 실행 계획 수립 순으로 3가지 우선 작업을 정의합니다. **할당:** -- 🔍 **Researcher**: AI/기술/콘텐츠 관련 상위 3개 시장 트렌드와 주요 경쟁 채널의 성장 패턴을 분석한 후, 우리 회사가 1개월 내 진입 가능한 최적의 1개 닉슈와 핵심 타깃 키워드 5개를 정리해 보고하세요. -- 💰 **Business**: researcher의 분석 결과를 기반으로 초기 수익화 모델(광고/스폰서/디지털 제품 중 1개 선택)을 제안하고, 월별 조회수·구독자·변환율 목표를 포함한 KPI 프레임워크와 가격/수익 구조를 1페이지 분량으로 작성하세요. -- 📱 **Secretary**: 리서치와 비즈니스 전략 결과를 종합해 오늘 하루의 핵심 작업 3가지를 최종 확정하고, 마감 시간·담당 에이전트·진행 상태를 명시한 데일리 브리핑과 1주일 액션 플랜을 텔레그램 보고 형식으로 출력하세요. +- 🔍 **[[Research]]er**: AI/기술/콘텐츠 관련 상위 3개 시장 트렌드와 주요 경쟁 채널의 성장 패턴을 분석한 후, 우리 회사가 1개월 내 진입 가능한 최적의 1개 닉슈와 핵심 타깃 키워드 5개를 정리해 보고하세요. +- 💰 **[[business]]**: re[[Search]]er의 분석 결과를 기반으로 초기 수익화 모델(광고/스폰서/디지털 제품 중 1개 선택)을 제안하고, 월별 조회수·구독자·변환율 목표를 포함한 KPI 프레임워크와 가격/수익 구조를 1페이지 분량으로 작성하세요. +- 📱 **[[secretary]]**: 리서치와 비즈니스 전략 결과를 종합해 오늘 하루의 핵심 작업 3가지를 최종 확정하고, 마감 시간·담당 에이전트·진행 상태를 명시한 데일리 브리핑과 1주일 액션 플랜을 텔레그램 보고 형식으로 출력하세요. -## [16:33:10] 🔍 **Researcher** · _AI/기술/콘텐츠 관련 상위 3개 시장 트렌드와 주요 경쟁 채널의 성장 패턴을 분석한 후, 우리 회사가 1개_ +## [16:33:10] 🔍 **[[researcher]]** · _AI/기술/콘텐츠 관련 상위 3개 시장 트렌드와 주요 경쟁 채널의 성장 패턴을 분석한 후, 우리 회사가 1개_ ⚠️ Researcher 에이전트 호출 실패: aborted ## [16:37:31] 👤 **사용자** -[자율 사이클 — 2026-04-30] 사용자가 자리를 비웠습니다. 회사 목표·각 에이전트의 개인 목표(_agents/{id}/goal.md)·최근 의사결정·메모리를 검토해서 지금 가장 가치 있는 단일 작업 1개를 결정하고, 적절한 1~2명 에이전트에게 분배해서 실행하세요. 같은 산출물을 반복하지 마세요 — 메모리에 비슷한 항목이 24시간 내에 있으면 다른 각도로 진전시키세요. +[자율 사이클 — 2026-04-30] 사용자가 자리를 비웠습니다. 회사 목표·각 에이전트의 개인 목표(_agents/{id}/[[goal]].md)·최근 의사결정·메모리를 검토해서 지금 가장 가치 있는 단일 작업 1개를 결정하고, 적절한 1~2명 에이전트에게 분배해서 실행하세요. 같은 산출물을 반복하지 마세요 — 메모리에 비슷한 항목이 24시간 내에 있으면 다른 각도로 진전시키세요. ## [16:38:10] 💰 **Business** · _researcher의 분석 결과를 기반으로 초기 수익화 모델(광고/스폰서/디지털 제품 중 1개 선택)을 제안_ diff --git a/10_Wiki/Topics/01_Frontend_Mastery/React_Clean_Code_Best_Practices.md b/10_Wiki/Topics/01_Frontend_Mastery/React_Clean_Code_Best_Practices.md index 713b506e..2cd8886b 100644 --- a/10_Wiki/Topics/01_Frontend_Mastery/React_Clean_Code_Best_Practices.md +++ b/10_Wiki/Topics/01_Frontend_Mastery/React_Clean_Code_Best_Practices.md @@ -1,6 +1,6 @@ --- title: 리액트 클린 코드 및 개발 에티켓 -category: Software Architecture +category: Software [[Architecture]] tags: [Clean Code, Etiquette, Best Practice, Readable Code] created: 2026-04-20 --- @@ -16,7 +16,7 @@ created: 2026-04-20 - **Props Destructuring (구조 분해 할당)**: - `props.user.name` 처럼 경로를 길게 쓰는 대신, 함수의 인자 단계에서 `{ user: { name } }` 처럼 분해하라. 코드가 숨을 쉬기 시작한다. - **Explicit Naming (명시적 네이밍)**: - - 핸들러 함수는 `handle[Action]` (예: `handleSearch`), 비즈니스 함수는 `on[Action]` (예: `onSearchSubmit`)으로 구분하여 책임 소재를 명확히 한다. + - 핸들러 함수는 `handle[Action]` (예: `handle[[Search]]`), 비즈니스 함수는 `on[Action]` (예: `onSearchSubmit`)으로 구분하여 책임 소재를 명확히 한다. - **조건부 렌더링 에티켓**: - `&&` 연산자 대신 삼항 연산자(`? :`)를 권장한다. 특히 `0 && ` 시 화면에 숫자 0이 출력되는 대참사를 방지하기 위함이다. diff --git a/10_Wiki/Topics/01_Frontend_Mastery/React_Hooks_Deep_Dive.md b/10_Wiki/Topics/01_Frontend_Mastery/React_Hooks_Deep_Dive.md index cce5236e..866092d5 100644 --- a/10_Wiki/Topics/01_Frontend_Mastery/React_Hooks_Deep_Dive.md +++ b/10_Wiki/Topics/01_Frontend_Mastery/React_Hooks_Deep_Dive.md @@ -1,6 +1,6 @@ --- title: 리액트 훅(Hooks) 심층 분석 및 활용 -category: Software Architecture +category: Software [[Architecture]] tags: [React, Hooks, useEffect, Custom Hooks] created: 2026-04-20 --- @@ -14,7 +14,7 @@ created: 2026-04-20 - **useEffect의 올바른 관점**: - "마운트될 때 실행"이라는 라이프사이클 사고방식에서 벗어나라. `useEffect`는 **의존성 배열의 값과 컴포넌트 외부 시스템(API, DOM 등)을 동기화**하는 작업이다. - **Custom Hooks (추상화의 꽃)**: - - 복잡한 비즈니스 로직(예: 데이터 페칭, 타이머 관리)을 `useMyLogic` 처럼 따로 빼내어 컴포넌트는 오직 UI 선언에만 집중하게 만든다. 이것이 컴포넌트의 가독성을 폭발시키는 비결이다. + - 복잡한 비즈니스 로직(예: 데이터 페칭, 타이머 관리)을 `useMy[[Logic]]` 처럼 따로 빼내어 컴포넌트는 오직 UI 선언에만 집중하게 만든다. 이것이 컴포넌트의 가독성을 폭발시키는 비결이다. - **Rules of Hooks**: - 반드시 함수의 최상위에서만 호출되어야 한다. 그래야 리액트가 훅의 상태를 유한 상태 머신처럼 정확한 순서로 관리할 수 있다. @@ -22,5 +22,5 @@ created: 2026-04-20 - `useEffect` 내에서 무분별하게 상태를 업데이트하면 무한 루프나 성능 저하가 발생한다. 가능하면 `useMemo`나 `useCallback`으로 계산 결과를 캐싱하거나, 상태 업데이트 로직을 `useReducer`로 위임하라. ## 🔗 지식 연결 (Graph) -- Related: [[React_Performance_Optimization]] , [[React_State_Management_Strategy]] +- Related: [[React_Performance_Optimization]] , [[React_[[State]]_[[Management]]_Strategy]] - Context: [[WebWorker_Performance]] diff --git a/10_Wiki/Topics/01_Frontend_Mastery/React_Mental_Model.md b/10_Wiki/Topics/01_Frontend_Mastery/React_Mental_Model.md index 02838468..255c6679 100644 --- a/10_Wiki/Topics/01_Frontend_Mastery/React_Mental_Model.md +++ b/10_Wiki/Topics/01_Frontend_Mastery/React_Mental_Model.md @@ -1,6 +1,6 @@ --- -title: 리액트 핵심 멘탈 모델 (UI as a Function of State) -category: Software Architecture +title: 리액트 핵심 멘탈 모델 (UI as a Function of [[State]]) +category: Software [[Architecture]] tags: [React, State, Mental Model, Immutability] created: 2026-04-20 --- @@ -14,12 +14,12 @@ created: 2026-04-20 - **UI = f(State)**: - 화면은 상태의 결과값이어야 한다. 명령형(Imperative)으로 "이 버튼의 글자를 바꿔라"라고 하는 순간 리액트의 질서는 무너진다. 오직 상태를 바꾸고 리액트가 알아서 그리게 하라. - **Immutability (불변성)**: - - 리액트는 객체의 주소값이 변할 때만 렌더링을 시도한다. `arr.push(1)`이 아니라 `setArr([...arr, 1])`처럼 **새로운 원본**을 복제하여 가상 DOM(Virtual DOM)이 효율적으로 동작하게 돕는다. + - 리액트는 객체의 주소값이 변할 때만 렌더링을 시도한다. `arr.push(1)`이 아니라 `setArr([...arr, 1])`처럼 **새로운 원본**을 복제하여 가상 DOM([[Virtual DOM]])이 효율적으로 동작하게 돕는다. - **Virtual DOM Diffing**: - 리액트는 실제 DOM을 직접 건드리기 전에 메모리상의 가상 DOM에서 이전 상태와 비교(Diffing)하여, 꼭 필요한 부분만 실제 화면에 반영(Commit)한다. 이것이 고성능 웹의 비결이다. ## ⚠️ 모순 및 업데이트 (RL Update) -- 불변성 유지를 위해 매번 거대한 객체를 복사하는 것은 때로 손해다. `Immer` 같은 라이브러리를 쓰거나, 상태의 크기를 작게 쪼개어(Normalization) 업데이트 비용을 최소화하는 전략이 중급 개발자의 역량이다. +- 불변성 유지를 위해 매번 거대한 객체를 복사하는 것은 때로 손해다. `Immer` 같은 라이브러리를 쓰거나, 상태의 크기를 작게 쪼개어([[Normalization]]) 업데이트 비용을 최소화하는 전략이 중급 개발자의 역량이다. ## 🔗 지식 연결 (Graph) - Related: [[React_Hooks_Deep_Dive]] , [[Component_Design_Patterns]] diff --git a/10_Wiki/Topics/01_Frontend_Mastery/React_Performance_Optimization.md b/10_Wiki/Topics/01_Frontend_Mastery/React_Performance_Optimization.md index 6cc4a0b4..7205735f 100644 --- a/10_Wiki/Topics/01_Frontend_Mastery/React_Performance_Optimization.md +++ b/10_Wiki/Topics/01_Frontend_Mastery/React_Performance_Optimization.md @@ -1,7 +1,7 @@ --- title: 리액트 렌더링 최적화 전략 -category: Software Architecture -tags: [Performance, Memoization, React.memo, Optimization] +category: Software [[Architecture]] +tags: [Performance, Memoization, React.memo, [[Optimization]]] created: 2026-04-20 --- @@ -17,7 +17,7 @@ created: 2026-04-20 - **useCallback**: 함수 객체의 변동을 막아 자식 컴포넌트의 불필요한 리렌더링을 방지한다. - **Windowing (가상 리스트)**: - 수천 개의 리스트 아이템이 있어도 사용자의 눈에 보이는 수십 개만 실제 DOM에 렌더링한다. (예: `react-window`, `react-virtualized`). -- **상태의 위치 선정 (State Colocation)**: +- **상태의 위치 선정 ([[State]] Colocation)**: - 전역 상태가 바뀔 때마다 앱 전체가 들썩이지 않게 하라. 상태는 그것을 사용하는 가장 하위 컴포넌트 근처로 내려라. ## ⚠️ 모순 및 업데이트 (RL Update) diff --git a/10_Wiki/Topics/01_Frontend_Mastery/React_State_Management_Strategy.md b/10_Wiki/Topics/01_Frontend_Mastery/React_State_Management_Strategy.md index ce445ce1..5e2eb949 100644 --- a/10_Wiki/Topics/01_Frontend_Mastery/React_State_Management_Strategy.md +++ b/10_Wiki/Topics/01_Frontend_Mastery/React_State_Management_Strategy.md @@ -1,7 +1,7 @@ --- -title: 전략적 상태 관리 가이드 (Global & Server State) -category: Software Architecture -tags: [State Management, React Query, SSOT, Architecture] +title: 전략적 상태 관리 가이드 (Global & Server [[State]]) +category: Software [[Architecture]] +tags: [State [[Management]], React Query, SSOT, Architecture] created: 2026-04-20 --- @@ -21,7 +21,7 @@ created: 2026-04-20 - 다른 상태로부터 계산될 수 있는 값(예: `firstName`+`lastName` = `fullName`)은 절대 '상태'로 만들지 마라. 렌더링 시점에 계산하는 것이 정합성 유지의 핵심이다. ## ⚠️ 모순 및 업데이트 (RL Update) -- 무조건적인 전역 상태 지상주의는 'Prop Drilling'보다 위험할 수 있다. 컴포넌트 간의 의존성이 암시적으로 얽히기 때문이다. 상태는 되도록 사용하는 곳에서 가장 가깝게 위치시켜라. +- 무조건적인 전역 상태 지상주의는 '[[Prop Drilling]]'보다 위험할 수 있다. 컴포넌트 간의 의존성이 암시적으로 얽히기 때문이다. 상태는 되도록 사용하는 곳에서 가장 가깝게 위치시켜라. ## 🔗 지식 연결 (Graph) - Related: [[Single_Source_of_Truth]] , [[API_Communication_Patterns]] diff --git a/10_Wiki/Topics/01_Frontend_Mastery/React_Testing_Strategy.md b/10_Wiki/Topics/01_Frontend_Mastery/React_Testing_Strategy.md index ca840dd3..82183622 100644 --- a/10_Wiki/Topics/01_Frontend_Mastery/React_Testing_Strategy.md +++ b/10_Wiki/Topics/01_Frontend_Mastery/React_Testing_Strategy.md @@ -1,7 +1,7 @@ --- title: 리액트 애플리케이션 테스트 전략 -category: Software Architecture -tags: [Testing, Vitest, RTL, Unit Test, QA] +category: Software [[Architecture]] +tags: [[[Testing]], Vitest, RTL, Unit Test, QA] created: 2026-04-20 --- diff --git a/10_Wiki/Topics/01_Frontend_Mastery/TypeScript_Type_Safety.md b/10_Wiki/Topics/01_Frontend_Mastery/TypeScript_Type_Safety.md index 6fc052aa..fd67b450 100644 --- a/10_Wiki/Topics/01_Frontend_Mastery/TypeScript_Type_Safety.md +++ b/10_Wiki/Topics/01_Frontend_Mastery/TypeScript_Type_Safety.md @@ -1,6 +1,6 @@ --- title: 타입스크립트 기반의 안정적 개발 (Type Safety) -category: Software Architecture +category: Software [[Architecture]] tags: [TypeScript, Interface, Type Safety, Generic] created: 2026-04-20 --- diff --git a/10_Wiki/Topics/01_Frontend_Mastery/WebWorker_Performance.md b/10_Wiki/Topics/01_Frontend_Mastery/WebWorker_Performance.md index 0dae6511..a697efc9 100644 --- a/10_Wiki/Topics/01_Frontend_Mastery/WebWorker_Performance.md +++ b/10_Wiki/Topics/01_Frontend_Mastery/WebWorker_Performance.md @@ -10,9 +10,9 @@ created: 2026-04-20 ## 🎯 개요 (Overview) 실시간 상태 변화가 매우 빈번한 애플리케이션(예: 게임, 시뮬레이션)에서 UI 스레드와 복잡한 연산 로직을 분리하여 **프레임 드롭(Jank)**을 방지하는 아키텍처 설계 기법입니다. -## 🚀 주요 원칙 (Key Principles) +## 🚀 주요 원칙 (Key [[Principles]]) - **스레드 분리 (Thread Isolation)**: 무거운 계산은 백그라운드 스레드(Web Worker)에서 수행하고, 메인 스레드는 렌더링에만 집중합니다. -- **메시징 기반 통신 (Messaging Architecture)**: `postMessage`와 `onmessage`를 통해 비동기적으로 데이터를 주고받아 결합도를 낮춥니다. +- **메시징 기반 통신 (Messaging [[Architecture]])**: `postMessage`와 `onmessage`를 통해 비동기적으로 데이터를 주고받아 결합도를 낮춥니다. ## 💡 레슨 런 (Lesson Learned) > [!IMPORTANT] diff --git a/10_Wiki/Topics/02_Architecture_Principles/API_Communication_Patterns.md b/10_Wiki/Topics/02_Architecture_Principles/API_Communication_Patterns.md index 07b8125c..96b98154 100644 --- a/10_Wiki/Topics/02_Architecture_Principles/API_Communication_Patterns.md +++ b/10_Wiki/Topics/02_Architecture_Principles/API_Communication_Patterns.md @@ -1,6 +1,6 @@ --- title: 효율적인 API 통신 패턴 (Axios & Interceptors) -category: Software Architecture +category: Software [[Architecture]] tags: [API, Axios, Interceptor, Error Handling, Network] created: 2026-04-20 --- @@ -22,5 +22,5 @@ created: 2026-04-20 - 모든 통신에 Axios가 정답은 아니다. 브라우저 네이티브인 `fetch`로도 충분한 경우가 많으며, 라이브러리 의존성을 낮추는 것이 가벼운 앱을 만드는 첫걸음일 수 있다. ## 🔗 지식 연결 (Graph) -- Related: [[System_Protocol_Standard]] , [[React_State_Management_Strategy]] +- Related: [[System_Protocol_Standard]] , [[React_[[State]]_[[Management]]_Strategy]] - Foundation: [[Reliability_Safety_First]] diff --git a/10_Wiki/Topics/02_Architecture_Principles/Component_Design_Patterns.md b/10_Wiki/Topics/02_Architecture_Principles/Component_Design_Patterns.md index 800cc8bd..ad02b46e 100644 --- a/10_Wiki/Topics/02_Architecture_Principles/Component_Design_Patterns.md +++ b/10_Wiki/Topics/02_Architecture_Principles/Component_Design_Patterns.md @@ -1,7 +1,7 @@ --- title: 컴포넌트 설계 패턴 (Atomic & Composition) -category: Software Architecture -tags: [Design Pattern, Atomic Design, Composition, Architecture] +category: Software [[Architecture]] +tags: [Design Pattern, [[Atomic Design]], Composition, Architecture] created: 2026-04-20 --- @@ -12,9 +12,9 @@ created: 2026-04-20 ## 📖 구조화된 지식 (Synthesized Content) - **Container-Presenter 패턴**: - - **Container**: 데이터(State, API)를 가져오고 관리하는 '머리'. + - **Container**: 데이터([[State]], API)를 가져오고 관리하는 '머리'. - **Presenter**: 오직 Props만 받아 화면을 그리는 '몸통'. 스타일과 UI 구조에만 집중하여 테스트 가능성을 높인다. -- **Compound Components (복합 컴포넌트)**: +- **[[Compound Components]] (복합 컴포넌트)**: - `` 처럼 부모와 자식이 상태를 공유하며 하나의 긴밀한 기능을 수행하는 패턴. 사용자가 UI 구조를 자유롭게 배치할 수 있게 유연성을 제공한다. - **Atomic Design (원자 중심 설계)**: - Atom(버튼, 입력창) $\rightarrow$ Molecule(검색바) $\rightarrow$ Organism(헤더) $\rightarrow$ Template $\rightarrow$ Page. diff --git a/10_Wiki/Topics/02_Architecture_Principles/Separation_of_Concerns.md b/10_Wiki/Topics/02_Architecture_Principles/Separation_of_Concerns.md index e57cf8eb..de2734ef 100644 --- a/10_Wiki/Topics/02_Architecture_Principles/Separation_of_Concerns.md +++ b/10_Wiki/Topics/02_Architecture_Principles/Separation_of_Concerns.md @@ -1,6 +1,6 @@ --- -title: 시스템 아키텍처와 관심사 분리 (Separation of Concerns) -category: Software Architecture +title: 시스템 아키텍처와 관심사 분리 ([[Separation of Concerns]]) +category: Software [[Architecture]] tags: [Architecture, SoC, Modular Design, Design Pattern] created: 2026-04-20 --- @@ -11,8 +11,8 @@ created: 2026-04-20 복잡한 소프트웨어 시스템을 역할별로 구분된 독립적인 모듈로 나누어, 유지보수성과 확장성을 극대화하는 설계 철학입니다. ## 🚀 계층구조 예시 (Layering Example) -1. **Logic Engine**: 순수 비즈니스 로직 및 규칙 수행 (예: `gameWorker.js`) -2. **State Manager**: 데이터의 중앙 집중 처리 (예: `TetrisGame.jsx`) +1. **[[Logic]] Engine**: 순수 비즈니스 로직 및 규칙 수행 (예: `gameWorker.js`) +2. **[[State]] Manager**: 데이터의 중앙 집중 처리 (예: `TetrisGame.jsx`) 3. **View Layer**: 사용자 인터페이스 표현 및 렌더링 (예: React Components) ## 💡 레슨 런 (Lesson Learned) diff --git a/10_Wiki/Topics/02_Architecture_Principles/Single_Source_of_Truth.md b/10_Wiki/Topics/02_Architecture_Principles/Single_Source_of_Truth.md index d62c92be..1cfcef47 100644 --- a/10_Wiki/Topics/02_Architecture_Principles/Single_Source_of_Truth.md +++ b/10_Wiki/Topics/02_Architecture_Principles/Single_Source_of_Truth.md @@ -1,7 +1,7 @@ --- -title: 상태 관리의 단일 진실 공급원 (Single Source of Truth) -category: Software Architecture -tags: [State Management, Data Consistency, Redux, Architecture] +title: 상태 관리의 단일 진실 공급원 ([[Single Source of Truth]]) +category: Software [[Architecture]] +tags: [[[State]] [[Management]], Data Consistency, Redux, Architecture] created: 2026-04-20 --- @@ -10,7 +10,7 @@ created: 2026-04-20 ## 🎯 개요 (Overview) 시스템의 핵심 데이터를 중앙 집중식으로 관리하여, 데이터 불일치(Inconsistency) 현상을 원천 차단하고 예측 가능한 데이터 흐름을 확보하는 설계 원칙입니다. -## 🚀 주요 원칙 (Key Principles) +## 🚀 주요 원칙 (Key [[Principles]]) - **단일 지점 정의 (Defined at Single Point)**: 상태는 오직 한 곳에서만 정의되고 관리되어야 합니다. - **예측 가능성 (Predictability)**: 상태 변경은 정해진 규칙(Action/Setter)을 통해서만 발생하여 디버깅을 용이하게 합니다. diff --git a/10_Wiki/Topics/02_Architecture_Principles/Systemic_Simulation_Principles.md b/10_Wiki/Topics/02_Architecture_Principles/Systemic_Simulation_Principles.md index 3cf8eceb..894916cb 100644 --- a/10_Wiki/Topics/02_Architecture_Principles/Systemic_Simulation_Principles.md +++ b/10_Wiki/Topics/02_Architecture_Principles/Systemic_Simulation_Principles.md @@ -1,7 +1,7 @@ --- title: 시스템 시뮬레이션 설계 원리 -category: Systemic Modeling & Fun -tags: [Simulation, Physics Engine, Systemic Modeling, Ruleset] +category:[[ system]]ic Modeling & Fun +tags: [Simulation, [[Physics]] Engine, Systemic Modeling, Ruleset] created: 2026-04-20 --- diff --git a/10_Wiki/Topics/03_DevOps_Environment/Deployment_Final_Gate.md b/10_Wiki/Topics/03_DevOps_Environment/Deployment_Final_Gate.md index 7196cc46..f00857f0 100644 --- a/10_Wiki/Topics/03_DevOps_Environment/Deployment_Final_Gate.md +++ b/10_Wiki/Topics/03_DevOps_Environment/Deployment_Final_Gate.md @@ -1,7 +1,7 @@ --- title: 배포 프로토콜 및 CI/CD 자동화 -category: Software Architecture -tags: [Deployment, CI/CD, GitHub Actions, Vercel, DevOps] +category: Software [[Architecture]] +tags: [Deployment, CI/CD, [[GitHub Actions]], Vercel, DevOps] created: 2026-04-20 --- @@ -23,4 +23,4 @@ created: 2026-04-20 ## 🔗 지식 연결 (Graph) - Related: [[Modern_Environment_Ecosystem]] , [[Collaboration_Governance]] -- Pre-requisite: [[React_Testing_Strategy]] +- Pre-requisite: [[React_[[Testing]]_Strategy]] diff --git a/10_Wiki/Topics/03_DevOps_Environment/DevOps_Environment_Setup.md b/10_Wiki/Topics/03_DevOps_Environment/DevOps_Environment_Setup.md index c24517d5..425f2fcf 100644 --- a/10_Wiki/Topics/03_DevOps_Environment/DevOps_Environment_Setup.md +++ b/10_Wiki/Topics/03_DevOps_Environment/DevOps_Environment_Setup.md @@ -1,7 +1,7 @@ --- title: 개발 환경 및 실행 프로세스 관리 (DevOps & Setup) category: DevOps -tags: [DevOps, Environment, CI/CD, Process Management] +tags: [DevOps, Environment, CI/CD, Process [[Management]]] created: 2026-04-20 --- diff --git a/10_Wiki/Topics/03_DevOps_Environment/Git_Operation_Protocol.md b/10_Wiki/Topics/03_DevOps_Environment/Git_Operation_Protocol.md index 1389de3f..cc502623 100644 --- a/10_Wiki/Topics/03_DevOps_Environment/Git_Operation_Protocol.md +++ b/10_Wiki/Topics/03_DevOps_Environment/Git_Operation_Protocol.md @@ -1,4 +1,4 @@ -# 🛠️ Git Operation & Work Log Protocol (Git 작업 및 기록 지침) +# 🛠️ Git [[Opera]]tion & Work Log Protocol (Git 작업 및 기록 지침) > **카테고리**: 03_DevOps_Environment, Automation > **상태**: 🟢 활성화 (Active) @@ -9,7 +9,7 @@ ## 📌 개요 (Overview) 본 문서는 Skybound 프로젝트를 포함한 4개 주요 개발 거점의 원격 저장소 동기화 정합성을 유지하고, 모든 AI 작업 과정을 체계적으로 문서화하기 위한 Git 운영 규정 및 작업 로그(Work Log) 시스템을 정의한다. -## 🔗 프로젝트별 Git 맵핑 (Repository Mapping) +## 🔗 프로젝트별 Git 맵핑 ([[Repository]] Mapping) 대표님의 명령 한마디로 정확한 경로에서 작업을 수행하기 위해 각 폴더별로 독립적인 Git 설정을 유지한다. | 프로젝트 | 로컬 경로 | 원격 저장소 (Remote URL) | 리모트 명칭 | @@ -17,7 +17,7 @@ | **Wiki (2nd)** | `E:\Wiki\2nd` | `https://github.com/wonseokjung/solopreneur-ai-agents.git` | `lm_sync` | | **Skybound** | `E:\Wiki\skybound` | `https://github.com/wonseokjung/skybound-protocol.git` | `origin` | | **Legal** | `E:\Wiki\legal-bridge` | `https://github.com/wonseokjung/legal-bridge.git` | `origin` | -| **Agent** | `E:\Wiki\auto-research-agent`| `https://github.com/wonseokjung/auto-research-agent.git` | `origin` | +| **Agent** | `E:\Wiki\auto-[[Research]]-agent`| `https://github.com/wonseokjung/auto-re[[Search]]-agent.git` | `origin` | ## 🛠️ 운영 지침 (Operational Guidelines) @@ -37,7 +37,7 @@ - **Result**: 최종 결과 및 관련 연결 지식. ### 3. 위키화 (Wikification) -- `00_Raw`에 축적된 로그는 주기적으로 `10_Wiki\Topics` 하위 카테고리로 고도화(Refinement)되어 이동된다. +- `00_Raw`에 축적된 로그는 주기적으로 `10_Wiki\Topics` 하위 카테고리로 고도화([[Refinement]])되어 이동된다. - 위키화가 완료된 원본 로그는 삭제하여 지식 베이스의 정결성을 유지한다. ## 🚀 기대 효과 diff --git a/10_Wiki/Topics/03_DevOps_Environment/Modern_Environment_Ecosystem.md b/10_Wiki/Topics/03_DevOps_Environment/Modern_Environment_Ecosystem.md index ed392e47..9097a48b 100644 --- a/10_Wiki/Topics/03_DevOps_Environment/Modern_Environment_Ecosystem.md +++ b/10_Wiki/Topics/03_DevOps_Environment/Modern_Environment_Ecosystem.md @@ -1,7 +1,7 @@ --- title: 모던 개발 환경 및 프레임워크 생태계 -category: Software Architecture -tags: [Vite, Next.js, Ecosystem, Modern Stack] +category: Software [[Architecture]] +tags: [Vite, [[Next.js]], Ecosystem, Modern Stack] created: 2026-04-20 --- @@ -16,7 +16,7 @@ created: 2026-04-20 - **Framework: Next.js (The Fullstack Edge)**: - 단순히 SEO를 위한 SSR 도구가 아니다. API Routes를 통한 서버리스 함수 구현, 데이터 캐싱 전략(ISR/SSG) 등 현대 웹이 요구하는 거의 모든 기능을 탑재한 '거버넌스' 그 자체다. - **패키지 매니저의 선택**: - - `pnpm` 또는 `npm v7+`의 워크스페이스 기능을 통해 모노레포(Monorepo) 구조를 효율적으로 관리하고, 패키지 중복 설치를 최소화하여 빌드 성능을 최적화한다. + - `pnpm` 또는 `npm v7+`의 워크스페이스 기능을 통해 모노레포([[Monorepo]]) 구조를 효율적으로 관리하고, 패키지 중복 설치를 최소화하여 빌드 성능을 최적화한다. ## ⚠️ 모순 및 업데이트 (RL Update) - 최신 기술이 항상 정답은 아니다. 안정성이 최우선인 기업 환경에서는 검증된 `CRA` 혹은 `Webpack` 기반의 설정을 유지하는 것이 보수적인 면에서 유리할 수 있다. 기술 부채(Tech Debt)와 도입 비용을 항상 저울질하라. diff --git a/10_Wiki/Topics/03_DevOps_Environment/Tetris_Project_Retrospective.md b/10_Wiki/Topics/03_DevOps_Environment/Tetris_Project_Retrospective.md index 7fe8fa68..9c5b3312 100644 --- a/10_Wiki/Topics/03_DevOps_Environment/Tetris_Project_Retrospective.md +++ b/10_Wiki/Topics/03_DevOps_Environment/Tetris_Project_Retrospective.md @@ -1,21 +1,21 @@ --- title: 프로젝트 회고: 고성능 테트리스 아키텍처 category: Projects -tags: [Retrospective, Tetris, Architecture, Performance] +tags: [Retrospective, Tetris, [[Architecture]], Performance] created: 2026-04-20 --- -# 프로젝트 회고: 고성능 테트리스 아키텍처 (P-Reinforce) +# 프로젝트 회고: 고성능 테트리스 아키텍처 ([[P-Reinforce]]) ## 🌊 프로젝트 아키텍처 요약 본 프로젝트는 **Web Worker**를 활용한 완전한 연산-렌더링 분리를 실현하여, 실시간 게임 환경에서 극강의 부드러움을 확보하는 데 성공했습니다. ### 🧩 컴포넌트별 기술적 역할 - **Game Engine**: 물리 계산 및 상태 전이 (`public/gameWorker.js`). -- **State Manager**: UI의 유일한 진실 공급원 (`src/App.js`). +- **[[State]] Manager**: UI의 유일한 진실 공급원 (`src/App.js`). - **Renderer**: Props 기반의 순수 매핑 렌더러 (`src/components/GameBoard.jsx`). -## ⚠️ 핵심 교훈 (Lessons Learned) +## ⚠️ 핵심 교훈 ([[Lessons Learned]]) > [!IMPORTANT] > **"논리가 완벽해도 실행 환경이 무너지면 아무 의미가 없다."** > 아키텍처 설계만큼이나 '파일 무결성 검증'과 '환경 재설정 루틴'이 개발 생산성에 지대한 영향을 미친다는 것을 확인했습니다. diff --git a/10_Wiki/Topics/04_Governance_Reliability/Accessibility_Inclusivity.md b/10_Wiki/Topics/04_Governance_Reliability/Accessibility_Inclusivity.md index c6af0e18..f251ec77 100644 --- a/10_Wiki/Topics/04_Governance_Reliability/Accessibility_Inclusivity.md +++ b/10_Wiki/Topics/04_Governance_Reliability/Accessibility_Inclusivity.md @@ -1,7 +1,7 @@ --- title: 웹 접근성 및 포용적 설계 (a11y) -category: Software Architecture -tags: [Accessibility, a11y, Semantic HTML, Inclusivity] +category: Software [[Architecture]] +tags: [[[Accessibility]], a11y, Semantic HTML, Inclusivity] created: 2026-04-20 --- @@ -13,7 +13,7 @@ created: 2026-04-20 ## 📖 구조화된 지식 (Synthesized Content) - **Semantic HTML (의미론적 태그)**: - `
`로만 도배하지 마라. `
`, `
`, `
`, `