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feat: complete web curriculum visuals
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47
web/src/data/annotations/s16.json
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47
web/src/data/annotations/s16.json
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{
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"version": "s16",
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"decisions": [
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{
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"id": "typed-protocol-messages",
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"title": "Typed Messages Replace Informal Chat",
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"description": "Plan requests and shutdown requests are encoded as protocol messages with explicit kinds. The teammate can branch on message type instead of guessing intent from free-form text.",
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"alternatives": "Plain natural-language messages are easier to write, but brittle once the team has multiple request types.",
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"zh": {
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"title": "用类型化协议消息替代随意聊天",
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"description": "计划请求和关闭请求会编码成带有明确 kind 的协议消息。队友可以根据消息类型分支处理,而不是从自由文本中猜意图。"
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},
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"ja": {
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"title": "非公式チャットを型付きプロトコルメッセージに置き換える",
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"description": "計画要求とシャットダウン要求は明示的な kind を持つプロトコルメッセージとして表現されます。チームメイトは自由文から意図を推測せず、型で分岐できます。"
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}
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},
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{
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"id": "request-id-correlation",
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"title": "Request IDs Close the Loop",
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"description": "Each protocol request creates a pending record with a request_id. Responses must carry the same id, which lets the lead match replies even when multiple teammates are active.",
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"alternatives": "Matching by latest message works in demos, but fails as soon as two requests overlap.",
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"zh": {
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"title": "Request ID 闭合协议循环",
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"description": "每个协议请求都会创建带 request_id 的 pending 记录。响应必须携带同一个 id,因此即使多个队友同时工作,lead 也能匹配对应回复。"
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},
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"ja": {
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"title": "request_id がループを閉じる",
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"description": "各プロトコル要求は request_id 付きの pending レコードを作ります。応答も同じ id を持つため、複数のチームメイトが動いていてもリードは対応する返信を照合できます。"
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}
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},
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{
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"id": "idle-protocol-handling",
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"title": "Protocol Handling Runs During Idle Time",
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"description": "Teammates can consume protocol messages while idle, so the lead can request plans or shutdowns without waiting for a separate user turn. This makes team control part of the runtime lifecycle.",
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"alternatives": "Only checking protocols during active work would delay control messages and make shutdown unreliable.",
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"zh": {
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"title": "空闲期也处理协议",
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"description": "队友在空闲状态也会消费协议消息,因此 lead 可以请求计划或关闭,而不必等待另一个用户回合。这让团队控制成为运行时生命周期的一部分。"
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},
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"ja": {
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"title": "アイドル中にもプロトコルを処理する",
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"description": "チームメイトはアイドル時にもプロトコルメッセージを消費します。リードは別のユーザーターンを待たずに計画や終了を要求でき、チーム制御がランタイムのライフサイクルに組み込まれます。"
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}
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}
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]
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}
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