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Texas Computer Science 2 Standards Mapping

to

AP Computer Science A (Nitro)

72 Standards in this Framework 50 Standards Mapped 69% Mapped to Course


Standard Lessons
130.422.c.1.a Use program design problem-solving strategies to create program solutions;
  1. 5.8 Scope and Access
130.422.c.1.b Demonstrate the ability to read and modify large programs, including the design description and process development;
  1. 19.1 Picture Lab
  2. 22.4 Activity 4: Extending the Celebrity Class
  3. 23.4 Activity 4: Hiding and Revealing a Text Message
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. 19.1 Picture Lab
  2. 22.4 Activity 4: Extending the Celebrity Class
  3. 23.4 Activity 4: Hiding and Revealing a Text Message
130.422.c.1.d Compare and contrast design methodologies and implementation techniques such as top-down, bottom-up, and black box;
  1. 5.8 Scope and Access
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;
  1. 9.5 Creating References Using Inheritance
  2. 9.6 Polymorphism
130.422.c.1.f Identify the data types and objects needed to solve a problem;
  1. 7.1 ArrayList
  2. 7.2 ArrayList Methods
  3. 7.3 Traversing ArrayLists
  4. 7.4 Developing Algorithms using ArrayLists
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;
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. 5.2 Constructors
  2. 5.4 Accessor Methods
  3. 5.5 Mutator Methods
  4. 5.6 Writing Methods
  5. 9.3 Overriding Methods
  6. 9.5 Creating References Using Inheritance
  7. 9.6 Polymorphism
130.422.c.1.i Create, edit, and manipulate bitmap images that are used to enhance user interfaces and program functionality.
  1. 19.1 Picture Lab
  2. 23.2 Activity 2: Hiding and Revealing a Picture
  3. 23.3 Activity 3: Identifying a Hidden Picture
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. 8.2 Traversing 2D Arrays
  2. 17.1 Elevens
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);
  1. 17.1 Elevens
  2. 22.3 Activity 3: Putting it All Together
  3. 22.4 Activity 4: Extending the Celebrity Class
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;
  1. 5.3 Documentation with Comments
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.
  1. 19.1 Picture Lab
  2. 23.2 Activity 2: Hiding and Revealing a Picture
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;
  1. 21.2 Sentiment Value and Star Ratings
  2. 21.3 Autogenerated Review
  3. 21.4 Create a Negative or Positive Review
130.422.c.3.d Manipulate data structures using string processing;
  1. 2.8 String Methods
  2. 4.3 Developing Algorithms Using Strings
130.422.c.3.e Manipulate data values by casting between data types;
  1. 1.7 Casting and Ranges of Variables
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. 7.1 ArrayList
  2. 7.2 ArrayList Methods
  3. 7.3 Traversing ArrayLists
  4. 7.4 Developing Algorithms using ArrayLists
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. 8.1 2D Arrays
  2. 8.2 Traversing 2D Arrays
130.422.c.3.h Identify and use a list object data structure to traverse, search, insert, and delete data.
  1. 7.1 ArrayList
  2. 7.2 ArrayList Methods
  3. 7.3 Traversing ArrayLists
  4. 7.4 Developing Algorithms using ArrayLists
130.422.c.4.a Develop sequential algorithms using branching control statements, including nested structures, to create solutions to decision-making problems;
  1. 3.4 else if Statements
  2. 3.5 Compound Boolean Expressions
  3. 8.2 Traversing 2D Arrays
130.422.c.4.aa Extend, modify, and improve existing code using inheritance;
  1. 9.3 Overriding Methods
  2. 9.4 super Keyword
  3. 9.5 Creating References Using Inheritance
130.422.c.4.b Develop choice algorithms using selection control statements based on ordinal values;
  1. 3.3 if-else Statements
  2. 3.4 else if Statements
130.422.c.4.bb Create adaptive behaviors, including overloading, using polymorphism;
  1. 9.3 Overriding Methods
  2. 9.6 Polymorphism
130.422.c.4.c Demonstrate proficiency in the use of short-circuit evaluation;
  1. 3.5 Compound Boolean Expressions
130.422.c.4.cc Understand and use reference variables for object and string data types;
  1. 2.7 String Objects
130.422.c.4.d Demonstrate proficiency in the use of Boolean algebra, including De Morgan's Law;
  1. 3.1 Boolean Expressions and if Statements
  2. 3.6 Equivalent Boolean Expressions
  3. 3.7 Comparing Objects
130.422.c.4.dd Understand and implement access scope modifiers;
  1. 5.8 Scope and Access
130.422.c.4.e Develop iterative algorithms using nested loops;
  1. 8.1 2D Arrays
  2. 8.2 Traversing 2D Arrays
130.422.c.4.ee Understand and demonstrate how to compare objects;
  1. 3.7 Comparing Objects
130.422.c.4.f Identify, trace, and appropriately use recursion in programming solutions, including algebraic computations;
  1. 10.1 Recursion
130.422.c.4.ff Duplicate objects using the appropriate deep and/or shallow copy;
  1. 5.2 Constructors
130.422.c.4.g Design, construct, evaluate, and compare search algorithms, including linear searching and binary searching;
  1. 7.5 Searching
130.422.c.4.gg Define and implement abstract classes and interfaces in program problem solutions;
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;
  1. 7.6 Sorting
  2. 10.3 Recursive Sorting
130.422.c.4.hh Apply functional decomposition to a program solution;
  1. 5.8 Scope and Access
130.422.c.4.i Measure time/space efficiency of various sorting algorithms;
  1. 4.5 Informal Code Analysis
  2. 7.5 Searching
130.422.c.4.ii Create simple and robust objects from class definitions through instantiation;
  1. 2.2 Creating and Storing Objects (Instantiation)
  2. 5.2 Constructors
130.422.c.4.j Compare and contrast search and sort algorithms, including linear, quadratic, and recursive strategies, for time/space efficiency;
  1. 7.5 Searching
  2. 7.6 Sorting
  3. 10.2 Recursive Searching
  4. 10.3 Recursive Sorting
130.422.c.4.jj Apply class membership of variables, constants, and methods;
  1. 2.1 Objects: Instances of Classes
  2. 2.2 Creating and Storing Objects (Instantiation)
  3. 5.4 Accessor Methods
  4. 5.5 Mutator 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. 5.4 Accessor Methods
  2. 5.5 Mutator 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;
  1. 4.1 Iteration
  2. 4.2 For Loops
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;
  1. 5.3 Documentation with Comments
  2. 5.8 Scope and Access
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;
  1. 4.5 Informal Code Analysis
  2. 10.3 Recursive Sorting
130.422.c.4.p Demonstrate the ability to count, convert, and perform mathematical operations in the binary and hexadecimal number systems;
130.422.c.4.q Demonstrate knowledge of the maximum integer boundary, minimum integer boundary, imprecision of real number representations, and round-off errors;
  1. 2.9 Wrapper Classes: Integers and Doubles
  2. 2.10 Using the Math Class
130.422.c.4.r Create program solutions to problems using the mathematics library class;
  1. 2.10 Using the Math Class
130.422.c.4.s Use random algorithms to create simulations that model the real world;
  1. 5.7 Static Variables and Methods
130.422.c.4.t Identify, understand, and create class specifications and relationships among classes, including composition and inheritance relationships;
  1. 9.1 Inheritance
  2. 9.2 Writing Constructors for Subclasses
130.422.c.4.u Understand and explain object relationships among defined classes, abstract classes, and interfaces;
  1. 5.1 Writing Classes
  2. 5.2 Constructors
130.422.c.4.v Create object-oriented definitions using class declarations, variable declarations, constant declarations, method declarations, parameter declarations, and interface declarations;
  1. 5.1 Writing Classes
  2. 5.2 Constructors
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. 21.4 Create a Negative or Positive Review
  2. 23.4 Activity 4: Hiding and Revealing a Text Message
130.422.c.4.x Design and implement a set of interactive classes;
  1. 21.4 Create a Negative or Positive Review
  2. 22.4 Activity 4: Extending the Celebrity Class
  3. 23.4 Activity 4: Hiding and Revealing a Text Message
130.422.c.4.y Design, create, and evaluate multiclass programs that use abstract classes and interfaces;
130.422.c.4.z Understand and implement a student-created class hierarchy;
  1. 9.1 Inheritance
  2. 9.2 Writing Constructors for Subclasses
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.