Kelly Mears

Concept Wiki559 notes · 3,150 links

Notes & connections

Ongoing documentation of the subjects I’m learning about and the relationships between them. One note per concept, each written to stand on its own.

⌘KCtrl Ksearches everything.Or start with
Knowledge graph: 559 notes, 3150 links.Each dot is a note, sized by how many links it has and colored by topic. Focus or hover a dot to isolate it and its neighbors; activate it to open the note. The graph is a single tab stop: use the arrow keys to move between notes, Home and End for the most and least linked, Enter to open the focused note, and Escape to leave the graph.Ground TruthPlausible MechanismSilent FailureDeterminismNamingRoot Cause AnalysisFalsifiabilityGoodhart's LawProvenanceAnchoring EffectTaxonomyLarge Language ModelProcedural GenerationRoguelikeAccessibilityDocumentation RotPlain LanguageEnvironmental StorytellingGame FeelTruncation BiasVacuous TruthCode ReviewGame AILive Service GameReproducible CaseTool UseObservabilityTechnical DebtCollective ActionExhaustive ClaimFermi EstimationIdempotenceMeta-ProgressionNondeterminismPrototype TheorySecret ManagementSeeded RandomnessLegibilityPerformance BudgetRace ConditionCache InvalidationGacha MonetizationPrompt EngineeringSoulslikeContainerizationContext WindowContinuous IntegrationHash FunctionModule GraphMoral PanicPath DependenceBig-O NotationProcessRegressionSensitivity and SpecificityVersion ControlBase Rate FallacyChesterton's FenceCode SigningDocument Object ModelFail FastReact Server ComponentsServer-Side RenderingUnit TestDesign SystemDesign TokenFlaky TestHallucinationHash TableInstrumentationKnowledge GraphLeast PrivilegeLinguistic RelativityLudonarrative DissonanceMotion DesignPhysical DependenceStreaming ResponseTime ZoneTokenWrite-Ahead LoggingComponent StoryConfidence TrickCore Web VitalsCoverage GateDomain Name SystemEventual ConsistencyFactory GameIslands ArchitectureNociceptionPackage ManagerProgressive EnhancementPull RequestSearch Engine OptimizationSelection BiasVirtual Private NetworkCompulsion LoopConstraint PropagationContinuous DeploymentDataminingDeprecationDiegetic InterfaceEnvironment VariableFolk EtymologyMetagameMetroidvaniaNetwork EffectOverton WindowPortalRegulatory CaptureSame-Origin PolicySchema ValidationShellSpeedrunSurvivorship BiasTerror Management TheoryToken BudgetTypographic ScaleVariable-Ratio ReinforcementWikiAssertionCaller ID AuthenticationCellular AutomatonCharacter EncodingCode CoverageColor ContrastCronFocus ManagementGuardrailImmersive SimKeyboard NavigationRecord and Replay TestingSemantic VersioningShaderSystem PromptTier ListVoxelAchievement HuntingAgentic LoopAutomation BiasAvailability CascadeBacklinkBone RemodelingCode SplittingCommons-Based Peer ProductionDaemonDark ModeDatabase MigrationEggcornEvaluation HarnessFrame DataHeadless ComponentHydrationIdle GameInertial Frame of ReferenceInformation ArchitectureLazy LoadingMalaphorMoist Wound HealingMotte and BaileyOKLCHPromptPrompt InjectionRelational DatabaseRight to RepairRoguelike DeckbuilderSemantic HTMLStacking ContextSupply Chain SecurityTest FixtureTime as ResourceTrunk-Based DevelopmentUniversal Basic IncomeAutomatic Speech RecognitionBetteridge's Law of HeadlinesBranch CoverageBranching ModelBundlerBus FactorColony SimConfirmation BiasDefensive DefaultFeature FlagFingerprintFracture FixationHanlon's RazorIntegration TestInvincibility FramesMondegreenPermadeathPoe's LawRasterizationReduced MotionResource StarvationRolling ResistanceSemantic ConflictSkill CheckStatic Site GenerationStreetlight EffectStructured OutputTerminal User InterfaceTest DoubleUI PrimitiveVisual Regression TestingWebRTCZettelkastenAdversarial ReviewAssist ModeAstroturfingBattle RoyaleClient-Server BoundaryCode CommentConstrained DecodingcontenteditableCritical Rendering PathCunningham's LawDiegesisExternalityFair-Play MysteryFracture NonunionGame PreservationJaywalkingL-SystemMarkdownMechanistic InterpretabilityMonorepoMonty Hall ProblemOpponent Process TheoryParry and RipostePeer-to-PeerPlanned ObsolescencePrincipal-Agent ProblemRegional Nerve BlockSchema DriftSubagentSymbolic LinkThree-Way MergeTragedy of the CommonsUtility-First CSSWatershed Blood SupplyWeb Font LoadingAgent MemoryARIABackronymBinary SearchCargo CultChekhov's GunContent Delivery NetworkConventional CommitsConway's LawCSS Custom PropertyDispersionDotfilesEmergent GameplayeSIMFocus TrapFrontmatterGame ModdingGit WorktreeGlobGrammatical GenderHeadless BrowserHuman in the LoopIncremental Static RegenerationKayfabeLaw of TrivialityLeast Recently Used CacheLLM-as-JudgeMarkov ChainMetasyntactic VariableMetroidbrainiaModel Context ProtocolMulti-Agent OrchestrationPascal's PrinciplePercentage PointPolarized LightPortRebaseRent-SeekingResponsive BreakpointRetronasal OlfactionRSSRubber Duck DebuggingScoped StylingSecond-System EffectSegmented SleepSnowcloneSquash MergeStructured DataTest-Driven DevelopmentTrick-Taking GameUnreachable CodeVapor-Compression RefrigerationVideo Game LocalizationVisual NovelXDG Base Directory SpecificationXenobiotic MetabolismACIDAgent SkillAtomic CommitAvailability HeuristicCAP TheoremCascadeCity BuilderCollocationCommitComputer Role-Playing GameContainer QueryDisco ElysiumEasingEmulationFan-Out and Fan-InFree-to-PlayHeadless CMSHTTP CachingHyrum's LawJSON SchemaLockfileMacGuffinMerge TrainModel RoutingModern Monetary TheoryMonadMulti-TenancyOptimistic UIPermissive LicensePure FunctionRent StrikeRhythm GameSemantic SatiationShibbolethSpecific Absorption RateSpoiler EtiquetteStacked Pull RequestsSubtitlingTree ShakingTwo-Phase CommitUncanny ValleyWebSocketYak ShavingAffordanceBroken Windows TheoryBullet HeavenChange Data CaptureCopyleftCorrelation and CausationCreature CollectorDatabase ReplicationDunning-Kruger EffectFlanderizationHeisenbugIllusory Truth EffectIPv6Kuleshov EffectLetterlockingLoad BalancingMerge ConflictOverfittingPoisePreload and PrefetchRetinoidRetrieval-Augmented GenerationRollbackSeed DataSim RacingStaggered AnimationSurvival HorrorSweet HomeTCP and UDPZero-Downtime DeploymentBlue-Green DeploymentCanary ReleaseClosureConflict-Free Replicated Data TypeConsistent HashingDifficulty CurveFine-TuningFinite State MachineHalo EffectHick's LawImmutabilityInflammationInterpreterMessage QueuePlacebo EffectRay TracingRecursionRegression to the MeanRogueliteRollback NetcodeSignaling ServerSmoke TestSocial ProofSpiral of SilenceTemperature SamplingWeb ComponentsWeb WorkerWebhookActor ModelAnycastAPI GatewayB-TreeBlameless PostmortemBrooks's LawChrootCompilerContent Security PolicyContract TestingControl GroupsCopy-on-WriteCross-Site ScriptingDark PatternDatabase ShardingEngine BuildingETagEvent LoopFeature CreepFilter BubbleFitts's LawFive WhysGarbage CollectionGestalt PrinciplesGitOpsGrand Strategy GameGrid SystemHTTP2 and HTTP3Immutable InfrastructureJSON Web TokenLatency and JitterLazy EvaluationLinux NamespacesMemoizationMinimum Viable ProductMutation TestingNew Game PlusOccam's RazorPattern MatchingSave ScummingService WorkerShadow DOMSkeuomorphismStealth MechanicsSystemdThird-Person EffectTrieType InferenceWorse Is BetterZero Trust NetworkAmortized AnalysisAnalgesic LadderAuto BattlerBackpressureBloom FilterBranching NarrativeBuoyancyChain-of-Thought PromptingCircuit BreakerCompanion AICompartment SyndromeConcurrency and ParallelismCover SystemCross-Origin Resource SharingDeckbuilderDraft and PublishedEvent SourcingFog of WarFundamental Attribution ErrorGall's LawGroupthinkHitbox and HurtboxHofstadter's LawInfrastructure as CodeInit SystemLevel of DetailMarching CubesNAT TraversalNot Invented HereOAuthOpen World DesignOptimistic LockingP-HackingParkinson's LawPeter PrinciplePity TimerPostel's LawPremature OptimizationProcedural NarrativeProgressive DisclosureQUICQuick Time EventReferred PainRolling ReleaseSandbox GameSigned Distance FieldSimpson's ParadoxSnapshot TestingSunk Cost FallacyTail Call OptimizationTarotTerminal VelocityTower DefenseVariable FontsVector DatabaseVirtual DOMWrite-Behind CacheXY Problem4X GameBoss RushBystander EffectCenter of MassCircadian RhythmConsensus AlgorithmCultural CringeCurryingDebounce and ThrottleDenormalizationDiffractionDNS over HTTPSDoomscrollingDuck TypingDynamic ProgrammingEmbeddingEscort MissionFilesystem SnapshotFrictionGolden File TestingHedonic TreadmillHigher-Order FunctionHypervisorInodeLeader ElectionLearned HelplessnessMatchmaking RatingMultiple EndingsNostalgiaParasocial RelationshipPessimistic LockingPhysically Based RenderingProperty-Based TestingPublication BiasQuantizationRate LimitingReflectionRegular ExpressionScar TissueSkill TreeTendon and LigamentThermoregulationTorqueViscosityWorker PlacementDoppler EffectKerningMulticastNocebo EffectProprioceptionStreisand EffectSurface TensionThermal ExpansionVestibular System

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01

15 domains

0166 notes

Method

How to know things, and how to avoid being confidently wrong.

Ground TruthPlausible MechanismSilent FailureNaming

0233 notes

Computation & Algorithms

Algorithms, data structures, and what they cost.

Big-O NotationHash TableWrite-Ahead LoggingBinary Search

0340 notes

Agents & Language Models

How systems built on language models actually work, and how they fail.

Large Language ModelTool UseNondeterminismPrompt Engineering

0439 notes

Web Platform

Where code runs, what ships, and what the browser does with it.

Performance BudgetCache InvalidationModule GraphDocument Object Model

0537 notes

Design & Interface

Visual systems, motion, and access.

AccessibilityDesign SystemDesign TokenMotion Design

0624 notes

Testing & Verification

Establishing that something works, and recognizing when you have established nothing.

Race ConditionUnit TestFlaky TestInstrumentation

0733 notes

Version Control & Delivery

Getting changes from a working copy into the world.

Code ReviewContinuous IntegrationVersion ControlPull Request

0832 notes

Systems & Tooling

The machine underneath.

DeterminismIdempotenceSecret ManagementContainerization

0928 notes

Data & Content

Modeling, storing, and publishing information.

Search Engine OptimizationDatabase MigrationInformation ArchitectureRelational Database

1014 notes

Graphics & Rendering

How images and worlds get computed.

Procedural GenerationSeeded RandomnessConstraint PropagationCellular Automaton

1179 notes

Play & Games

Games as designed experience, and the culture around them.

RoguelikeEnvironmental StorytellingGame FeelGame AI

1225 notes

Networks & Distribution

Coordination without a center.

Streaming ResponseEventual ConsistencyVirtual Private NetworkCaller ID Authentication

1317 notes

Matter & Energy

Light, force, heat, and motion.

Inertial Frame of ReferenceRolling ResistanceDispersionPascal's Principle

1422 notes

Body & Medicine

Physiology, injury, and repair.

Physical DependenceNociceptionBone RemodelingMoist Wound Healing

1570 notes

Meaning & Society

Knowledge, language, and acting together.

TaxonomyPlain LanguageCollective ActionPrototype Theory

02

Most connected