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Standards Mapping

for Texas Computer Science 2

72

Standards in this Framework

33

Standards Mapped

45%

Mapped to Course

Standard Lessons
130.422.c.1.a
Use program design problem-solving strategies to create program solutions;
  1. 1.6 Top Down Design and Decomposition in Karel
130.422.c.1.b
Demonstrate the ability to read and modify large programs, including the design description and process development;
  1. 5.10 Writing BlackJack
  2. 5.11 Battleship
  3. 7.1 Pokemon Simulation
  4. 10.1 Quiz Creation
130.422.c.1.c
Follow the systematic problem-solving process of identifying the specifications of purpose and goals, the data types and objects needed, and the subtasks to be performed;
  1. 5.11 Battleship
130.422.c.1.d
Compare and contrast design methodologies and implementation techniques such as top-down, bottom-up, and black box;
130.422.c.1.e
Analyze, modify, and evaluate existing code by performing a case study on a large program, including inheritance and black box programming;
130.422.c.1.f
Identify the data types and objects needed to solve a problem;
  1. 5.7 2D Arrays (Matrices or Grids)
  2. 5.8 HashMaps
130.422.c.1.g
Choose, identify, and use the appropriate abstract data type, advanced data structure, and supporting algorithms to properly represent the data in a program problem solution;
  1. 5.3 Using Arrays
  2. 5.4 ArrayList Methods
  3. 5.5 Arrays vs ArrayLists
  4. 5.6 The List Interface
  5. 5.7 2D Arrays (Matrices or Grids)
  6. 5.8 HashMaps
130.422.c.1.h
Use object-oriented programming development methodology, data abstraction, encapsulation with information hiding, and procedural abstraction in program development and testing; and
  1. 4.13 Class Design and Abstract Classes
130.422.c.1.i
Create, edit, and manipulate bitmap images that are used to enhance user interfaces and program functionality.
130.422.c.2.a
Use the principles of software engineering to work in software design teams, break a problem statement into specific solution requirements, create a program development plan, code part of a solution from a program development plan while a partner codes the remaining part, team test the solution for correctness, and develop presentations to report the solution findings;
130.422.c.2.b
Create interactive console display interfaces with appropriate user prompts;
  1. 7.1 Pokemon Simulation
130.422.c.2.c
Create interactive human interfaces to acquire data from a user and display program results using an advanced Graphical User Interface (GUI);
130.422.c.2.d
Write programs and communicate with proper programming style to enhance the readability and functionality of the code by using meaningful descriptive identifiers, internal comments, white space, indentation, and a standardized program style;
130.422.c.2.e
Improve data display by optimizing data visualization;
130.422.c.2.f
Display simple vector graphics to interpret and display program results; and
130.422.c.2.g
Display simple bitmap images.
130.422.c.3.a
Use local area networks (LANs) and wide area networks (WANs), including the Internet and intranets, in research, file management, and collaboration;
130.422.c.3.b
Understand programming file structure and file access for required resources;
130.422.c.3.c
Acquire and process information from text files, including files of known and unknown sizes;
130.422.c.3.d
Manipulate data structures using string processing;
  1. 3.8 String Processing
130.422.c.3.e
Manipulate data values by casting between data types;
  1. 2.5 Casting
130.422.c.3.f
Identify and use the structured data type of one-dimensional arrays to traverse, search, modify, insert, and delete data;
  1. 5.3 Using Arrays
  2. 5.4 ArrayList Methods
130.422.c.3.g
Identify and use the structured data type of two-dimensional arrays to traverse, search, modify, insert, and delete data; and
  1. 5.3 Using Arrays
  2. 5.4 ArrayList Methods
130.422.c.3.h
Identify and use a list object data structure to traverse, search, insert, and delete data.
130.422.c.4.a
Develop sequential algorithms using branching control statements, including nested structures, to create solutions to decision-making problems;
  1. 1.11 If Statements
  2. 1.12 If/Else Statements
  3. 2.11 If Statements
130.422.c.4.aa
Extend, modify, and improve existing code using inheritance;
  1. 4.12 Inheritance
130.422.c.4.b
Develop choice algorithms using selection control statements based on ordinal values;
130.422.c.4.bb
Create adaptive behaviors, including overloading, using polymorphism;
  1. 4.8 Method Overloading
130.422.c.4.c
Demonstrate proficiency in the use of short-circuit evaluation;
  1. 2.13 Short-Circuit Evaluation
130.422.c.4.cc
Understand and use reference variables for object and string data types;
  1. 2.15 Strings
130.422.c.4.d
Demonstrate proficiency in the use of Boolean algebra, including De Morgan's Law;
  1. 2.14 De Morgan's Laws
130.422.c.4.dd
Understand and implement access scope modifiers;
  1. 4.9 Local Variables and Scope
130.422.c.4.e
Develop iterative algorithms using nested loops;
  1. 2.9 For Loops
  2. 5.7 2D Arrays (Matrices or Grids)
130.422.c.4.ee
Understand and demonstrate how to compare objects;
  1. 4.11 Objects vs Primitives
130.422.c.4.f
Identify, trace, and appropriately use recursion in programming solutions, including algebraic computations;
130.422.c.4.ff
Duplicate objects using the appropriate deep and/or shallow copy;
130.422.c.4.g
Design, construct, evaluate, and compare search algorithms, including linear searching and binary searching;
130.422.c.4.gg
Define and implement abstract classes and interfaces in program problem solutions;
  1. 4.13 Class Design and Abstract Classes
130.422.c.4.h
Identify, describe, design, create, evaluate, and compare standard sorting algorithms, including selection sort, bubble sort, insertion sort, and merge sort;
130.422.c.4.hh
Apply functional decomposition to a program solution;
  1. 1.6 Top Down Design and Decomposition in Karel
130.422.c.4.i
Measure time/space efficiency of various sorting algorithms;
130.422.c.4.ii
Create simple and robust objects from class definitions through instantiation;
  1. 4.4 Writing Classes
130.422.c.4.j
Compare and contrast search and sort algorithms, including linear, quadratic, and recursive strategies, for time/space efficiency;
130.422.c.4.jj
Apply class membership of variables, constants, and methods;
  1. 4.5 Writing Classes and Instance Methods
  2. 4.6 Getter and Setter Methods
130.422.c.4.k
Analyze algorithms using "big-O" notation for best, average, and worst-case data patterns;
130.422.c.4.kk
Examine and mutate the properties of an object using accessors and modifiers;
  1. 4.6 Getter and Setter Methods
130.422.c.4.l
Develop algorithms to solve various problems, including factoring, summing a series, finding the roots of a quadratic equation, and generating Fibonacci numbers;
130.422.c.4.ll
Understand and implement a composite class; and
130.422.c.4.m
Test program solutions by investigating boundary conditions; testing classes, methods, and libraries in isolation; and performing stepwise refinement;
130.422.c.4.mm
Design and implement an interface.
130.422.c.4.n
Identify and debug compile, syntax, runtime, and logic errors;
130.422.c.4.o
Compare and contrast algorithm efficiency by using informal runtime comparisons, exact calculation of statement execution counts, and theoretical efficiency values using "big-O" notation, including worst-case, best-case, and average-case time/space analysis;
130.422.c.4.p
Demonstrate the ability to count, convert, and perform mathematical operations in the binary and hexadecimal number systems;
  1. 5.9 Binary
130.422.c.4.q
Demonstrate knowledge of the maximum integer boundary, minimum integer boundary, imprecision of real number representations, and round-off errors;
130.422.c.4.r
Create program solutions to problems using the mathematics library class;
  1. 4.7 Class Methods and Class Variables
130.422.c.4.s
Use random algorithms to create simulations that model the real world;
130.422.c.4.t
Identify, understand, and create class specifications and relationships among classes, including composition and inheritance relationships;
  1. 4.13 Class Design and Abstract Classes
130.422.c.4.u
Understand and explain object relationships among defined classes, abstract classes, and interfaces;
  1. 4.13 Class Design and Abstract Classes
130.422.c.4.v
Create object-oriented definitions using class declarations, variable declarations, constant declarations, method declarations, parameter declarations, and interface declarations;
  1. 4.7 Class Methods and Class Variables
  2. 4.13 Class Design and Abstract Classes
130.422.c.4.w
Create robust classes that encapsulate data and the methods that operate on that data and incorporate overloading to enrich the object's behavior;
  1. 4.4 Writing Classes
  2. 4.5 Writing Classes and Instance Methods
  3. 4.6 Getter and Setter Methods
  4. 4.7 Class Methods and Class Variables
130.422.c.4.x
Design and implement a set of interactive classes;
  1. 4.4 Writing Classes
  2. 4.5 Writing Classes and Instance Methods
  3. 4.6 Getter and Setter Methods
  4. 4.7 Class Methods and Class Variables
  5. 4.8 Method Overloading
  6. 4.12 Inheritance
  7. 4.13 Class Design and Abstract Classes
  8. 4.14 Polymorphism
  9. 5.10 Writing BlackJack
  10. 5.11 Battleship
  11. 6.1 Final Project
  12. 7.1 Pokemon Simulation
  13. 8.1 Mad Libs
  14. 10.1 Quiz Creation
130.422.c.4.y
Design, create, and evaluate multiclass programs that use abstract classes and interfaces;
  1. 4.13 Class Design and Abstract Classes
  2. 4.15 Interfaces
130.422.c.4.z
Understand and implement a student-created class hierarchy;
130.422.c.5.a
Model ethical acquisition and use of digital information;
130.422.c.5.b
Demonstrate proper digital etiquette, responsible use of software, and knowledge of acceptable use policies; and
130.422.c.5.c
Investigate digital rights management.
130.422.c.6.a
Compare and contrast types of operating systems, software applications, hardware platforms, and programming languages;
130.422.c.6.b
Demonstrate knowledge of major hardware components, including primary and secondary memory, a central processing unit (CPU), and peripherals;
130.422.c.6.c
Demonstrate knowledge of major networking components, including hosts, servers, switches, and routers;
130.422.c.6.d
Demonstrate knowledge of computer communication systems, including single-user, peer-to-peer, workgroup, client-server, and networked;
130.422.c.6.e
Demonstrate knowledge of computer addressing systems, including Internet Protocol (IP) address and Media Access Control (MAC) address; and
130.422.c.6.f
Differentiate among the categories of programming languages, including machine, assembly, high-level compiled, high-level interpreted, and scripted.