Ingineria Programarii 2026
Disciplina inclusa in programul Learn and Earn

Cursuri:
Fisa disciplinei
Introducere: Despre notare, Continutul cursului, Bibliografie
Curs 1: Motivatie, Definitie, Erori celebre, Modele de dezvoltare (Cascada, Spirala, RUP)
Curs 2: Modele de dezvoltare (XP, Agile, Lean, Scrum, AMDD, TDD), Ingineria Cerintelor, Actor, Use Case.
Curs 3: Modelare, Limbaje de Modelare, UML, Diagrame Use Case, Diagrame de Clase. Metodologia SCRUM, Trello
Curs 4: Diagrame UML (Secventa, Colaborare, Stari, Activitate, Deployment, Pachete). Diagrame C4. Reverse Engineering. Generarea de cod cu IA
Curs 5: GRASP. Principiile Solid si alte principii. Git.
Curs 6: Design Patterns: Definitions, Elements, Classification. JUnit Testing (Netbeans, Eclipse, AI Tools)
Curs 7: Design Patterns: Creational Patterns, Structural Patterns.
Curs 8: Design Patterns: Behavioral Patterns
Curs 9: Granularity. Designing with Packages. Principles: The reuse/release, Common reuse, Common closure, Acyclic Dependencies. Stability.
Curs 10: Software Testing: Introduction, Testing Methods, Testing process, Manual Testing vs Automatic Testing
Curs 11: Calitatea Programelor, Metrici, Copyright
Curs 12: Generative AI and Software Engineering
Laboratoare:
Regulamentul de desfasurare al laboratoarelor
Laborator 1: Mostenire, Polimorfism
Laborator 2: Fisa Cerintelor, UML - Diagrame de Clase
Laborator 3: Fisa Cerintelor, UML - Diagrame Use Case, Diagrame de Clase
Laborator 4: Diagrame C4. Folosirea metodologiei SCRUM. Generare de cod cu IA
Laborator 5: Arhitectura proiectului. Modelare.
Laboratoare 6-14: Lucrul la Proiect
Util Links:
Draw UML Diagrams - Online
modelio - the open source modeling environment
Decompilator JAVA
Diagrame de Clasa
ArgoUML 0.34 (Varianta zip se dezinstaleaza, necesita Java instalat)
Preview of Patterns in Java Volume 3