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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
195 lines
5.7 KiB
Markdown
195 lines
5.7 KiB
Markdown
---
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id: wiki-2026-0508-component-based-architecture-cba
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title: Component Based Architecture (CBA)
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [CBA, Component-Based Software Engineering, CBSE]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [architecture, components, modularity, reuse]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: typescript
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framework: react-vue-angular
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---
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# Component Based Architecture (CBA)
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## 매 한 줄
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> **"매 시스템 = 매 independent, replaceable, composable component 의 합."**. CBSE는 1960s OOP의 reuse 약속을 modular contract로 실현한 패러다임. 2026년 frontend (React/Vue/Angular), microservices, design systems, embedded (OSGi), game engines (Unity ECS) 모두 CBA의 변형.
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## 매 핵심
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### 매 component 의 정의
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- **Encapsulation**: state + behavior + interface = 단일 unit.
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- **Well-defined contract**: input props/events, output events, side effects 명시.
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- **Replaceable**: 동일 interface 의 다른 impl 으로 swap 가능.
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- **Independently deployable** (microservices) 또는 **independently versionable** (libraries).
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### 매 4 properties (Szyperski)
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1. **Independent deployment** unit.
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2. **Composition** by third parties.
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3. **No persistent state** (pure or state-injected).
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4. **Explicit context dependencies** (interface 로 명시).
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### 매 응용
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1. Frontend UI (React component tree).
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2. Microservices (service = component).
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3. Plugin systems (VSCode extensions, Figma plugins).
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4. Game engines (Unity GameObject + Components).
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5. Web Components (Custom Elements, Shadow DOM).
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## 💻 패턴
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### React functional component
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```typescript
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type ButtonProps = {
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variant: 'primary' | 'ghost';
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onClick: () => void;
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children: React.ReactNode;
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};
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export function Button({ variant, onClick, children }: ButtonProps) {
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return (
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<button
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className={`btn btn-${variant}`}
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onClick={onClick}
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>
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{children}
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</button>
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);
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}
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```
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### Web Component (framework-agnostic)
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```typescript
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class TodoItem extends HTMLElement {
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static observedAttributes = ['done', 'label'];
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attributeChangedCallback(name: string, _old: string, value: string) {
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this.render();
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}
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connectedCallback() {
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this.attachShadow({ mode: 'open' });
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this.render();
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}
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private render() {
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if (!this.shadowRoot) return;
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const done = this.hasAttribute('done');
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this.shadowRoot.innerHTML = `
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<style>:host { display: block; }</style>
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<label>
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<input type="checkbox" ${done ? 'checked' : ''} />
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<span>${this.getAttribute('label') ?? ''}</span>
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</label>
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`;
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}
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}
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customElements.define('todo-item', TodoItem);
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```
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### Composition over inheritance
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```typescript
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// Bad: deep inheritance
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class AdminButton extends IconButton extends Button { }
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// Good: composition
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function AdminButton({ icon, ...rest }: AdminButtonProps) {
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return (
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<Button {...rest}>
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<Icon name={icon} />
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<span>{rest.children}</span>
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</Button>
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);
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}
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```
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### Dependency injection (explicit context)
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```typescript
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type Logger = { info(msg: string): void };
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export function createPaymentService({ logger, gateway }: {
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logger: Logger;
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gateway: PaymentGateway;
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}) {
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return {
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charge: async (amount: number) => {
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logger.info(`charging ${amount}`);
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return gateway.charge(amount);
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},
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};
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}
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```
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### ECS component (Unity / Bevy style)
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```rust
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// Bevy ECS
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#[derive(Component)]
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struct Position { x: f32, y: f32 }
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#[derive(Component)]
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struct Velocity { dx: f32, dy: f32 }
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fn movement_system(mut query: Query<(&mut Position, &Velocity)>) {
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for (mut pos, vel) in &mut query {
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pos.x += vel.dx;
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pos.y += vel.dy;
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}
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}
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```
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### Microservice as component
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```typescript
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// Each service exposes a typed contract (gRPC / OpenAPI)
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interface OrderService {
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createOrder(req: CreateOrderRequest): Promise<Order>;
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getOrder(id: string): Promise<Order>;
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}
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// Replaceable impl: REST, gRPC, in-memory mock
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| UI rendering | React/Vue functional components |
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| Cross-framework UI | Web Components (Lit) |
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| Backend domain split | Microservice components (gRPC contract) |
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| Game logic | ECS components (Bevy, Unity DOTS) |
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| Plugin systems | Component + manifest + sandbox (VSCode model) |
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**기본값**: React 19 functional components + composition; backend은 module 단위 component → 필요 시 microservice 로 추출.
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## 🔗 Graph
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- 부모: [[Modularity]] · [[Software Architecture]]
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- 변형: [[Microservices]] · [[Web Components]] · [[Entity Component System]]
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- 응용: [[Component Library Architecture]] · [[Component-Composition|Compound Components]] · [[Design Systems]]
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- Adjacent: [[Conceptual Integrity]] · [[Dependency Injection]]
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## 🤖 LLM 활용
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**언제**: UI/system 의 reusable units 으로 분해, contract-driven team work, plugin ecosystem.
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**언제 X**: 단일 prototype, throwaway script, 하나의 tight algorithm (component overhead 가 cost > benefit).
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## ❌ 안티패턴
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- **God component**: 하나의 component 가 too many props/responsibilities — split.
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- **Prop drilling**: 5+ levels 깊이 prop 전달 — Context/store 로 lift.
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- **Hidden coupling**: component A 가 component B 의 internal state 의 직접 접근 — contract violation.
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- **Premature genericization**: 1번만 쓰는 것을 generic 으로 추상화 — YAGNI.
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## 🧪 검증 / 중복
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- Verified (Szyperski "Component Software" 1998 / Brooks 1995 / React docs 2026).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — CBA 4-property canonical + React/ECS/microservice 패턴 |
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