mirror of
https://github.com/BreizhHardware/cours-ISEN-MD.git
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Obisidian vault auto-backup: 13-01-2026 15:13:31 on . 2 files edited
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33
.obsidian/workspace.json
vendored
33
.obsidian/workspace.json
vendored
@@ -30,33 +30,8 @@
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"icon": "lucide-file",
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"title": "Cloud Computing Cours 1"
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}
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},
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{
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"id": "9478fca2041362c8",
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"type": "leaf",
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"state": {
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"type": "markdown",
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"state": {
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"file": "ISEN/Cloud Computing/CIPA4/Cloud Computing Cours 2.md",
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"mode": "source",
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"source": false,
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"backlinks": true,
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"backlinkOpts": {
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"collapseAll": false,
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"extraContext": false,
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"sortOrder": "alphabetical",
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"showSearch": false,
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"searchQuery": "",
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"backlinkCollapsed": false,
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"unlinkedCollapsed": true
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}
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},
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"icon": "lucide-file",
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"title": "Cloud Computing Cours 2"
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}
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}
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],
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"currentTab": 1
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]
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}
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],
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"direction": "vertical"
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@@ -229,15 +204,16 @@
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"obsidian-git:Open Git source control": false
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}
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},
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"active": "9478fca2041362c8",
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"active": "e11a6a080eb83632",
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"lastOpenFiles": [
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"ISEN/Web/CIPA 4/TP/TP3/js/tic-tac-toe.js~",
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"ISEN/Cloud Computing/CIPA4/Cloud Computing Cours 2.md",
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"ISEN/Web/CIPA 4/TP/TP3/js/tic-tac-toe.js",
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"ISEN/Web/CIPA 4/TP/TP3/js",
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"ISEN/Web/CIPA 4/TP/TP3/index.html",
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"ISEN/Web/CIPA 4/TP/TP3/css/style.css",
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"ISEN/Web/CIPA 4/TP/TP3/css",
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"ISEN/Cloud Computing/CIPA4/TP 1 Ansible.md",
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"ISEN/Cloud Computing/CIPA4/Cloud Computing Cours 2.md",
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"ISEN/Cloud Computing/CIPA4/Cloud Computing Cours 1.md",
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"ISEN/Web/CIPA 4/Idée projet.md",
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"ISEN/Web/CIPA 4/TP/TP2/authentification.html~",
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@@ -245,7 +221,6 @@
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"ISEN/Web/CIPA 4/TP/TP2/style.css",
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"ISEN/Cloud Computing/CIPA4/TP Ansible/playbook-role-https.yml",
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"ISEN/Cloud Computing/CIPA4/TP Ansible/roles/nginx_proxy_https/handlers/main.yml",
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"ISEN/Cloud Computing/CIPA4/TP Ansible/roles/nginx_proxy_https/handlers",
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"ISEN/Cloud Computing/CIPA4/TP 4 Ansible.md",
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"ISEN/Cloud Computing/CIPA4/TP 3 Ansible.md",
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"ISEN/Cloud Computing/CIPA4/TP 2 Ansible.md",
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@@ -1,78 +1,63 @@
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'use strict';
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// 2.2. Définition de constantes
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let MESSAGES = {
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'message1': 'Bienvenue sur notre jeu.',
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'message2': ' vous avez gagné !'
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};
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// 3.1. Définition de constantes
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const PLAYER1 = "✔";
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const PLAYER2 = "✗";
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// Variable pour stocker la date de début de partie
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let startTime;
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// 2.3. Première fonction
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function main() {
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// Affiche message1
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console.log(MESSAGES.message1);
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alert(MESSAGES.message1);
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// 3.2. Gestion des évènements - Cases
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for (let i = 0; i < 9; i++) {
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let cell = document.getElementById('cell' + i);
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cell.addEventListener('click', fill);
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}
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// 4.2. Gestion de l’évènement - Bouton Vérifier
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let playButton = document.getElementById('play');
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playButton.addEventListener('click', verify);
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// 6. Gestion du timer
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startTime = new Date();
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setInterval(updateTimer, 1000);
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}
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// 3.3. Fonction de traitement
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function fill(event) {
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console.log(event.target);
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let cell = event.target;
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// Si la case est vide ou contient PLAYER2
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if (cell.innerHTML === "" || cell.innerHTML === PLAYER2) {
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cell.innerHTML = PLAYER1;
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cell.style.color = "green"; // Vert pour coches
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cell.style.color = "green";
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} else {
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cell.innerHTML = PLAYER2;
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cell.style.color = "red"; // Rouge pour croix
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cell.style.color = "red";
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}
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}
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// 4.1. Vérification du plateau de jeu
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function verifyPlayer(playerMark) {
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// Fonction helper pour récupérer le contenu d'une case
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function getCell(i) {
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return document.getElementById('cell' + i).innerHTML;
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}
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// Lignes
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if (getCell(0) === playerMark && getCell(1) === playerMark && getCell(2) === playerMark) return true;
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if (getCell(3) === playerMark && getCell(4) === playerMark && getCell(5) === playerMark) return true;
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if (getCell(6) === playerMark && getCell(7) === playerMark && getCell(8) === playerMark) return true;
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// Colonnes
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if (getCell(0) === playerMark && getCell(3) === playerMark && getCell(6) === playerMark) return true;
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if (getCell(1) === playerMark && getCell(4) === playerMark && getCell(7) === playerMark) return true;
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if (getCell(2) === playerMark && getCell(5) === playerMark && getCell(8) === playerMark) return true;
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// Diagonales
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if (getCell(0) === playerMark && getCell(4) === playerMark && getCell(8) === playerMark) return true;
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if (getCell(2) === playerMark && getCell(4) === playerMark && getCell(6) === playerMark) return true;
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return false;
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}
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// 4.2. Fonction appelée par le bouton Vérifier
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function verify() {
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let player1Name = document.querySelector("input[name='player1']").value;
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let player2Name = document.querySelector("input[name='player2']").value;
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@@ -88,26 +73,19 @@ function verify() {
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}
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}
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// Fonction utilitaire pour réinitialiser le jeu (bonus demandé: "réinitialiser chaque case")
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function resetGame() {
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for (let i = 0; i < 9; i++) {
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let cell = document.getElementById('cell' + i);
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cell.innerHTML = "";
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cell.style.color = "";
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}
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// On peut aussi redémarrer le timer? Le sujet ne le demande pas explicitement à ce stade mais c'est logique.
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// "Dans le cas où un joueur est gagnant, il serait intéressant de réinitialiser chaque case du plateau de jeu"
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// On laisse le timer tourner ou on reset ? "pour la session en cours", le timer semble être pour la partie.
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startTime = new Date();
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}
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// 5. Gestion des scores
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function addScore(name) {
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let table = document.getElementById('scores');
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let row = table.insertRow(); // Insère une ligne à la fin du tableau
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// Note: thead is usually index 0 rows if present in table.rows but insertRow adds to tbody by default if exists or to table.
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// Let's assume standard behavior. 'scores' table has a thead. We want to append to body.
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// If we use table.insertRow(), it appends to the last tbody.
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let row = table.insertRow();
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let cellName = row.insertCell(0);
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let cellDate = row.insertCell(1);
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@@ -116,16 +94,15 @@ function addScore(name) {
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cellDate.innerHTML = new Date().toLocaleString();
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}
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// 6. Gestion du timer
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function updateTimer() {
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let now = new Date();
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// Temps écoulé en secondes
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let diff = Math.floor((now - startTime) / 1000);
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let minutes = Math.floor(diff / 60);
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let seconds = diff % 60;
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// Formatage avec 0 si besoin
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if (minutes < 10) minutes = "0" + minutes;
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if (seconds < 10) seconds = "0" + seconds;
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@@ -133,5 +110,4 @@ function updateTimer() {
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timerSpan.innerHTML = minutes + ":" + seconds;
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}
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// Appel de main
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main();
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