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      <title>围棋打谱辅助系统：4&#43;1 架构视图与功能设计</title>
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      <description>本文从架构师视角，用 4+1 视图完整描述围棋打谱辅助系统的顶层设计。核心决策：引入命令模式解耦输入源（人类 / 摄像头 / AI / SGF），统一 GoBoard 不可变状态</description>
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      <title>围棋打谱辅助系统：4&#43;1 架构设计 V2</title>
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      <pubDate>Mon, 11 May 2026 00:00:00 +0000</pubDate>
      
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      <description>智能围棋盘 —— 系统架构设计文档 版本: v2.0 | 架构师: Magic_GT | 修订: Magic_HK | 方法论: 4+1 View Model (Kruchten) 设计目标: 构建一个高内聚、低耦合、可扩展的围棋系统，支持：命令</description>
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      <title>围棋打谱辅助系统：4&#43;1 架构设计 V3</title>
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      <title>第四部分：综合实战</title>
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      <description>用多个组件组合出迷你 GUI 框架和 ECS 引擎</description>
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      <title>第三部分：行为型组件</title>
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      <description>对象之间的通信方式——谁调用谁、数据怎么流动、责任怎么分配，9 个即插即用组件</description>
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      <title>第二部分：结构型组件</title>
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      <pubDate>Sat, 02 May 2026 00:00:00 +0000</pubDate>
      
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      <description>从「能用」到「零开销封装」，六个结构型模式，每个给运行期和编译期两套方案</description>
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      <title>第一部分：创建型组件</title>
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      <pubDate>Fri, 01 May 2026 00:00:00 +0000</pubDate>
      
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