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It's super context-dependent, but essentially IK is just child bone influences its parent. The target parameter determines the bone's position, and the pole target parameter determines the orientation, based on where the head points (I'm pretty sure, I'm relatively new to all this myself)
But the rest of the bones in the chain follow suit naturally. You assign the IK constraint to the first bone in a chain (typically calf bone or forearm) and it works its way backwards, influence determined by chain length. IK (with pole targets in particular) can get janky af beyond 2 bones influenced though and I'm pretty sure its because your really just separating FK actions into targets (Position and orientation) and the calculations are straightforward when the only influenced bones are one bone deep.
Things get different if you're raycasting to determine IK handle positions for foot placement in game engines though, and I haven't done that yet myself, but there's a ton of resources out there for that.
This video changed the way I think about IK and rigging in general. Not super great at it yet, but having the framework helped a lot.
https://www.youtube.com/watch?v=BnUGyq5i1Eg
(Joey Carlino, advanced foot control rig, if the link gets weird)