Génie logiciel
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Cours, examens, TD, TP et exercices de génie logiciel. Thèmes couverts : UML, MERISE, conception, architecture logicielle, Scrum, agile.
This document describes the development of a 'Vache/Taureau' game as part of an advanced Object-Oriented Programming module. The project is divided into three milestones: a console-based application, a graphical user interface (GUI) version, and a full-featured GUI application with user management and database integration. The game involves guessing a randomly generated number by comparing the guessed number to identify correct digits (called cows and bulls). Scores are calculated based on the number of correct digits and game difficulty settings. The project includes configuration settings...
This document covers exercises related to modeling dynamic systems using UML diagrams. It includes tasks focused on developing sequence diagrams for various use cases, such as managing Freelancer assignments and creating playlists in a digital music player. The exercises aim to deepen understanding of interaction and architectural modeling concepts.
Ce chapitre aborde l'analyse des besoins dans le cadre du développement de systèmes interactifs. Il souligne l'importance de comprendre les utilisateurs et de modéliser les systèmes existants. En se basant sur des exemples pratiques, le document détaille les critères de succès pour garantir l'efficacité des systèmes développés.
This document discusses the importance of user interaction in software development and outlines the framework for analyzing user needs. It provides an example of a ticket purchasing system, highlighting user models and activity models essential for ensuring usability. The text emphasizes the role of different user types and their interactions with technology.
This document discusses various software engineering methodologies and human-machine interface (IHM) design techniques. It highlights iterative design processes and emphasizes the importance of user-centered design. Additionally, it covers different types of prototypes used in the design process.
This exam evaluates students' understanding of Java programming concepts through practical exercises. It includes questions on code functionality, cohesion, and coupling. Students are expected to analyze provided code snippets and suggest improvements.
This document contains an exam related to Software Engineering I at Université de la Manouba, focusing on software development processes, modeling, and validation techniques. It includes exercises comparing various software development terms, evaluating statements about software project success, and assessing appropriate development life cycles. Additionally, it explores the roles of project managers and the suitability of different development models.
This document discusses the requirements for developing a collaborative recommendation system, 'CollabRecommender', aimed at facilitating collaboration among researchers. It outlines the essential features needed for user management, authentication, graph visualization, recommendation of potential collaborators, and instant messaging capabilities. The system's design is structured around the researchers' profiles and the relationships within their research environment.
Cet examen évalue les connaissances et compétences des étudiants en Génie Logiciel à travers des questions de réflexion sur le cycle de développement, la conception et les difficultés rencontrées par les ingénieurs de maintenance. Il comporte également des exercices pratiques impliquant la gestion de projets logiciels, l'analyse de besoins fonctionnels et non fonctionnels, ainsi que des tests de niveau boîte noire et boîte blanche.
This document describes the design of an access control system for a university building inspired by a real-world application. It details the architecture, including the division of the building into different zones and the methodology for managing access rights through badge systems. A focus is placed on the roles of supervisors and guardians in monitoring and updating access information.
Ce document contient des exercices sur les diagrammes de cas d'utilisation, axés sur des systèmes informatiques variés tels qu'un guichet automatique de banque, une calculette/convertisseur et un libraire. Chaque exercice demande d'identifier les acteurs, les cas d'utilisation et de représenter les diagrammes de cas d'utilisation. L'accent est mis sur la modélisation des systèmes et la description textuelle des fonctionnalités.
This document discusses the importance of design patterns in application development, illustrating their use through a case study of an article and news management system. It highlights functional requirements, initial design concepts, and critiques the design from an object-oriented perspective.
This document outlines a programming course focusing on UML modeling. It includes exercises on static analysis related to a public transportation system and a research laboratory setup. Students are required to create class diagrams based on provided scenarios.
This document is a course module focused on dynamic analysis using UML. It contains several study cases requiring the elaboration of system sequence diagrams and activity diagrams. Students will engage in practical exercises involving reservation systems, voting management, project co-financing, medication sales, and library resource management.
Ce document traite de l'analyse dynamique dans le cadre de la modélisation UML. Il décrit la construction et l'interprétation des diagrammes de séquences système et des fragments combinés. Une étude de cas sur la vente en ligne de livres est également présentée pour illustrer les concepts discutés.
This document outlines two case studies for a web application and an electoral voting system. It describes the functionalities required for user interactions, content publication, and vote management. Additionally, it specifies the tasks of creating use case diagrams and textual descriptions of specific use cases.
Ce chapitre traite de l'analyse fonctionnelle à l'aide du langage de modélisation UML. Il vise à identifier les besoins des utilisateurs et à concevoir des applications logicielles de qualité en tenant compte des contraintes. Il explique également le diagramme de contexte statique et les diagrammes de cas d'utilisation pour représenter le système et ses interactions.
This document outlines a course on UML modeling, providing objectives, prerequisites, and a bibliographic reference. It covers key chapters including functional analysis, dynamic and static design, and the transition from design to implementation. Evaluation criteria for the module are also detailed.
This document discusses the Object Constraint Language (OCL), which is used to express constraints in UML models. It emphasizes the importance of OCL in specifying additional constraints that cannot be captured by UML diagrams alone. The document also provides examples illustrating where UML diagrams may fall short and how OCL can fill these gaps.
This document contains exercises related to OCL (Object Constraint Language) within the context of UML (Unified Modeling Language). It includes constraints on classes and relationships in a model with a focus on conditions and implications regarding attributes and associations of individuals. The exercises aim to develop a deeper understanding of modeling principles and standards in system design.
This document discusses the methodology and importance of co-design in Systems on Chip (SoC) development. It emphasizes the integration of hardware and software components to enhance performance and efficiency. The document also outlines the challenges involved in the design process and the necessity of structured methodologies.
Ce chapitre aborde l'analyse des besoins en Interaction Homme Machine (IHM) et Génie logiciel (GL). Il explique l'importance de comprendre les utilisateurs, les objectifs du système et d'élaborer des modèles correspondants. Les défis liés aux systèmes hautement interactifs sont également discutés.
This document consists of two main parts: the first part focuses on UML modeling and object diagrams for a gaming scenario, while the second part deals with C++ coding and implementation of class associations. The tasks involve defining associations, creating object diagrams, and coding classes with specified functionalities.
This document outlines the principles and methodologies for software quality evaluation, structured around ISO/IEC 9126 and ISO/IEC 14598 standards. It emphasizes six key quality characteristics: functionality, reliability, usability, efficiency, maintainability, and portability. Methodologies such as GQM (Goal-Question-Metric) and SCOPE framework are introduced, which enable the systematic assessment of software quality through measurable attributes, indicators, and multi-step evaluation processes. It also defines different evaluation techniques, emphasizing their adaptability across varyi...






















