95cd8bb891
- 코드 그라운딩: 기술 주제 문서의 '적용 사례'에 실제 레포 구현 위치
(file:line)+커밋 자동 주입 (예: 문서 청킹 전략→connectai/src/retrieval/chunker.ts).
멱등 마커(CODE-GROUNDING)로 재실행 시 갱신.
- MOC: 39개 클러스터 폴더에 _MOC.md 학습지도 생성(진입점+통찰 주석).
도구: Datacollect/scripts/{code_grounding,moc_generator}.mjs
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
14 KiB
14 KiB
id, title, category, status, type, tags, updated_at
| id | title | category | status | type | tags | updated_at | ||
|---|---|---|---|---|---|---|---|---|
| moc-architecture | Architecture — 학습 지도 (MOC) | MOC | active | map-of-content |
|
2026-06-08 |
🗺️ Architecture — 학습 지도 (MOC)
이 클러스터의 421개 문서에 대한 진입점과 학습 순서. 자동 생성(moc_generator.mjs) — 재실행 시 갱신.
🚀 여기서 시작 (Start here)
📚 전체 문서 (Topics)
⚠️ 문서가 많은 클러스터(418개) — 첫 글자별로 묶음. 하위 폴더로 재구성 검토 권장.
0-9
A
- A2A (Agent-to-Agent Protocol)
- Abstract Syntax Tree Traversal
- ACID Transactions
- Active Record Pattern vs Repository Pattern
- ADR (Architecture Decision Record)
- ADR (Architecture Decision Records)
- AI-Assisted Refactoring (AI 기반 리팩토링)
- Alliance (동맹)
- Alliances
- Ambient Declarations
- AOP (Aspect-Oriented Programming)
- AOT Compilation (Ahead-of-Time)
- Apache Ignite
- API Contract Definition
- API First Architecture
- API Gateway
- API-First Architecture
- Append-only Log
- Architectural Constraint Enforcement
- Architectural Violations
- Architecture Description (아키텍처 명세)
- Architecture Diagramming Standards
- Architecture Erosion (아키텍처 침식)
- Architecture Evaluation (아키텍처 평가)
- Architecture Refactor
- Architecture Review (아키텍처 및 설계 리뷰)
- Arrangement and Composition
- Aspect Oriented Programming (AOP)
- AST Traversal
- ATAM (Architecture Trade-offs Analysis Method)
- ATAM (Architecture Tradeoff Analysis Method)
- Automated Refactoring Tools
B
- Base Layouts
- Bayesian Inference
- Beat Saber
- Belief System
- Big Data
- BIM 모델 렌더링
- bitECS와 SharedArrayBuffer의 실제 코드 통합
- BLoC
- Boilerplate
- Bottom Up Approach
- Bounded Context
- BPM (Business Process Management)
- Branded Types
- Breaking Dependencies
- Broker Topology
- Browser
C
- C4 Modeling Framework
- CAD 렌더링 최적화
- Call Stack
- Call Stack Analysis
- Characterization Tests (특성화 테스트)
- Choreography
- CI CD
- Code Refactoring
- Combat Timeline Difficulty Scaling
- Complex Event Processing (CEP)
- Complexity Theory
- Component Based Architecture (CBA)
- Component Library Architecture
- Component-Based Architecture
- Compound Components
- Compute Shaders
- Conceptual Integrity
- Concurrent Rendering
- Constructor Injection
- Continuous Integration (CI)
- Control Points
- Control Systems Engineering
- Cosmos 플랫폼 (Netflix)
- Cross-Cutting Concerns
- Cross-Cutting Concerns (AOP)
- CST
- Cumulative Layout Shift (CLS)
- Cyclomatic Complexity
D
- DeepReadonly
- Dependencies (의존성)
- Dependency Analysis
- Dependency Injection
- Dependency Injection (의존성 주입)
- Dependency Inversion Principle
- Digital Twin
- Discriminated Unions
- Distributed Computing
- Distributed System Type Safety
- Distributed Systems Fallacies
- Distributed Tracing
- DOM (Document Object Model)
- DOM (Document Object Model)
- DORA Metrics
- Downshift
- Dynamic Systems Development Method (DSDM)
E
- E-commerce Platforms
- Enabling Point (활성화 지점)
- Enterprise Software Architecture
- Entity (엔티티)
- Eugen Systems
- EVE 온라인(EVE Online)
- Event Mediator
- Event Storming
- Event Stream Processing
- Eventual Consistency
- Evolutionary Computation
- Excess Property Checking
- Executable Documentation
- Exergaming
- Experience Sampling Method
- Exploration vs Exploitation
- Extract Class (클래스 추출하기)
- Extract Method (함수 추출하기)
F
- Fault Tolerance
- Feature-Driven Architecture
- Fiber Architecture
- Flow State
- Fluid Typography
- FOMO (Fear of Missing Out)
- Fragment Shading
- Fragment-bound
- Functional Programming
G
- G Stack Integration Guide
- Garbage Collection
- Gates
- Generational Hypothesis
- Generics and Polymorphism
- Global Singleton
- God Object Antipattern
- Graph Theory
- gRPC and Protocol Buffers
H
- Hardware
- Hexagonal Architecture (Ports and Adapters)
- High Cohesion Low Coupling
- Homeostasis
- Hybrid Cloud Architectures
- Hydration
I
- Impedance Matching
- Implementation Separation
- In-Memory Data Grid
- Incremental Marking
- Incremental Static Regeneration (ISR)
- Indian Innovation Models
- Infraspace
- InstancedMesh
- Integration Architecture Diagrams
- Introduce Null Object (널 객체 도입하기)
- Inversion of Control (IoC)
- Iriszoom 엔진
- Island Architecture
- ISO 25010
- ISO 25010 (Quality Model)
- ISO IEC 25010
- Istio
K
L
- Legacy System Migration
- Link Seam (링크 접점)
- LiveOps
- Logging Diagnostics
- Loose Coupling
- LSTM (Long Short-Term Memory)
M
- Machinations
- Macro-architecture
- Mapper / ModelMapper
- March 2026 Research Drop
- Mark-Sweep GC
- Mediator Topology
- Memory Leaks
- Mental Models
- Mermaid Diagrams
- Message Broker
- Message Brokers
- Message Queues and Event Streams
- Micro-interactions
- Mock Objects (가짜 객체)
- Mocking and Stubbing (테스트 대역)
- Mocking Framework
- Mockito
- Modern Review Workflow
- Modern Website Architecture
- Modular Architecture
- Modular Programming
- Modular Weapon Evolution and Skill Trees
- Monolithic vs Microservices
- Monorepo
- Monorepo (Turborepo/Nx)
- Monorepo architectures
- Multi-threaded Architecture
- MVC (Model-View-Controller)
N
- ndf-parse
- Netflix 마이크로서비스 전환
- Network Latency Optimization
- New Architecture (React Native Fabric/TurboModules)
- Next.js and Modern Web
- NoSQL Databases in AI
- Nudge Theory
O
- Object Pooling
- Object Seam (객체 접점)
- Object-Oriented Programming (OOP)
- Old Space (Old Generation)
- Old Space (V8)
- Orinoco (V8 GC project)
- Over-engineering (오버엔지니어링)
- Overdraw
P
- Parallel Computing in AI
- PBR (Physically Based Rendering)
- Permanent Loss
- Pipeline Parallelism
- Platform Engineering
- Platform Resistance
- Pocket Land
- Pointer Compression
- Polymorphism (다형성)
- Polymorphism in Engine Architecture
- Power Creep
- Predictive Refactoring
- Preprocessing Seam (전처리 접점)
- Preserve Whole Object (객체 통째로 넘기기)
- Problem Solving
- Problem Solving Skills
- Procedural Architecture Systems
- Program Dependence Graph
- Progressive Disclosure
- Prototyping
- Publish-Subscribe Model
- Pull Request
- Pull Up Method
Q
R
- Reachability Analysis
- Real-time Data Streaming
- Real-Time Engine (RTE)
- Red-Green Refactoring
- Redux
- Refactoring
- Refactoring (리팩토링)
- Refactoring Techniques (리팩토링 기법)
- Render Props
- Replace Conditional with Polymorphism (조건식을 다형성으로 바꾸기)
- Resource Management
- Risk Management
- Router Implementation
- Rule of Three (3의 법칙)
S
- SARA (Software Architecture Review and Assessment)
- Scalability
- Scratch Refactoring (스크래치 리팩토링)
- Seam (접점)
- Seams (이음새)
- Separation of Concerns
- Serverless Architecture
- Service Layer Pattern
- Service Mesh
- Service-oriented Architecture (SOA)
- Service-Oriented Architecture (SOA)
- SharedArrayBuffer 보안 이슈와 Cross-Origin Isolation
- Simple Event Processing
- Single Responsibility Principle (SRP)
- Single Source of Truth (SSoT)
- Skybound Implementation Report V10.5
- Snapshots
- Social Engineering
- Software Architecture Documentation
- Software Architecture Erosion
- Software Architecture Knowledge Management (소프트웨어 아키텍처 지식 관리)
- Software Architecture Recovery
- Software Development Life Cycle (SDLC)
- SOLID Principles
- SPA 라우트 전환 성능 최적화
- Space-Based Architecture
- Spring Framework
- Sprout & Wrap Techniques (스프라우트 & 랩 기법)
- Sprout Method (스프라우트 메서드)
- Stat Injection and Visual Renderer Pipeline
- Static and Dynamic Analysis
- Stochastic Gradient Descent
- Storage Area Networks
- Strategic Thinking
- Stream Processing
- Stream Processing Architectures
- Styled Components
- Swarm Intelligence
- Switch Statements (Switch 문)
- System Architecture Documentation
- System Protocol Standard
- Systems Thinking
T
- TARA (Threat Analysis and Risk Assessment)
- Technical Architecture
- Technical Debt
- Technical Debt (기술 부채)
- Test Automation Pyramid
- Test Doubles (테스트 대역)
- Test Pyramid (테스트 피라미드)
- Test-Driven Development (테스트 주도 개발)
- Testability Architecture
- Testability in Architecture
- Tetris Project Retrospective
- The Two Hats
- Thought Architecture
- Three.js
- Time Slicing
- TSL (Three Shader Language)
- Turborepo
- Two Hats (두 개의 모자)
- Type Alias (TypeScript)
- Type Casting
- TypeScript readonly
U
V
- V8 엔진 힙 아키텍처
- V8 엔진의 메모리 관리 아키텍처 및 Orinoco 프로젝트
- V8 Heap Architecture
- Variational Autoencoders (VAE)
- Vergence-Accommodation Conflict (VAC)
- vFunction
- VIP (Clean Swift)
- VIP System
- Vite Build Tool
- VR Sickness
- Vue Architecture
W
- War-Yes 및 Warno-Armory 도구
- WARNO
- Web Rendering Strategies — CSR vs SSR
- WebGL
- WebGPU
- Whale Hunting
- Wrap Method (랩 메서드)
- Write Barrier
Y
Z
가나다
- 가상현실(VR)
- 가차(Gacha)
- 객체 지향 소프트웨어 아키텍처 설계
- 객체 지향 프로그래밍 Object Oriented Programming, OOP
- 객체 지향 프로그래밍(OOP)
- 관심사의 분리 Separation of Concerns, SoC
- 관심사의 분리(SoC)
- 관점 지향 프로그래밍(AOP)
- 기술 부채 (Technical Debt)
- 깊이 지각(Depth perception)
- 다형성 (Polymorphism)
- 단위 테스트 (Unit Tests)
- 데이터 파싱(Data Parsing)
- 디아블로 2(Diablo II)
- 로그 (Logs)
- 리텐션 (Retention)
- 리팩토링 원칙
- 마이크로서비스 아키텍처의 의존성 관리
- 마키네이션(Machinations.io)
- 매몰 비용 오류 (Sunk Cost Fallacy)
- 모바일 퍼스트(Mobile First)
- 배수구 (Sinks)
- 버전 관리 이력 (Version Control History)
- 보이스카우트 규칙 (Boy Scout Rule)
- 복잡한 비즈니스 도메인 (금융, 헬스케어, 이커머스 등)
- 부분 유료화 (Free-to-Play)
- 분산 시스템 아키텍처 (Distributed Systems Architecture)
- 불변성 (Immutability)
- 비기능 요구사항 (Non-functional Requirements)
- 비기능적 요구사항 (Non-functional Requirements, NFRs)
- 사용자 제작 콘텐츠 (UGC)
- 상태 머신 (State Machine) 모델링 및 Redux 액션/리듀서 설계
- 선언 파일(dts)
- 소프트웨어 아키텍처 베스트 프랙티스
- 소프트웨어 아키텍처 설계
- 소프트웨어 아키텍처 평가 (Software Architecture Evaluation)
- 스택 트레이스 (Stack Trace)
- 시각-전정 충돌 (Visual-vestibular conflict)
- 시스템 아키텍처 시각화 (System Architecture Visualization)
- 시프트 레프트 (Shift-Left)
- 실시간 엔진 (Real-Time Engine)
- 실시간 엔진 (RTE)
- 실재감(Presence)
- 아키텍처 다이어그램 (Architecture Diagram)
- 아키텍처 패턴 지식
- 안구 운동 기능 (Oculomotor functions)
- 알비온 온라인(Albion Online)
- 약한 타입 검사 (Weak Type Detection)
- 어포던스(Affordances)
- 엔터프라이즈 소프트웨어 개발
- 엔터프라이즈 애플리케이션 및 점진적 리팩토링
- 외부 라이브러리 API 설계
- 웹 애플리케이션의 3계층 구조
- 의사결정 매트릭스 (Decision Matrix)
- 의존성 규칙 (Dependency Rule)
- 의존성 주입(DI)
- 이동 속도 (Movement Speed)
- 이커머스의 실시간 재고 관리
- 인앱 광고(IAA)
- 인앱 구매(IAP)
- 인터페이스와 포트-어댑터 (Interfaces and Ports-Adapters)
- 입자 시스템(Particle Systems)
- 지식 증발 (Knowledge Vaporization)
- 집합론(Set Theory)
- 추상 구문 트리 (AST)
- 추상화
- 추출 및 인라인 (Extract & Inline)
- 컴포넌트 기반 아키텍처 (CBA)
- 컴포넌트 기반 아키텍처 개념 수집 포인트
- 클래시 로얄(Clash Royale)
- 클린 아키텍처
- 타입 가드 (Type Predicates)
- 타입 가드(Type Guards)
- 타입 단언(Type Assertions)
- 탭과 싱크(Taps and Sinks)
- 텔레메트리 (Telemetry)
- 텔레메트리 밸런싱(Telemetry Balancing)
- 토스(Toss) Front SDK 퍼사드 패턴 적용
- 폭주-조절 갈등 (Vergence-Accommodation Conflict)
- 프로토타이핑 및 개념 증명(PoC)
- 플랫폼 컨버전스(Platform Convergence)
- 하이브리드 수익화(Hybrid Monetization)
- 하이브리드 캐주얼(Hybrid Casual)
- 하향식 탐색 Top-Down Approach
- 핫스팟 탐지 Hotspot Detection
- 헤드 마운트 디스플레이(HMD)
- 현대 웹 애플리케이션 설계
- 형상 관리 체계 Version Control System
421 docs · 자동 생성 2026-06-08