for Utah Computer Programming 2 — Utah Computer Programming 1 and 2
Total Standards: 61Mapped: 61Completion: 100%
UT.CP2.1.1a
Declare and initialize static arrays/lists of all applicable types
12.1 Tuples
UT.CP2.1.1b
Perform data input to and output from static arrays/lists
12.1 Tuples
13.1 2d Lists
13.2 List Comprehensions
UT.CP2.1.1c
Perform operations on static arrays/lists including sort arrays
12.1 Tuples
13.2 List Comprehensions
UT.CP2.1.1d
Iterate through the static structure (i.e., for-each, enhanced for, or iterators)
12.3 For Loops and Lists
UT.CP2.1.2a
Declare and initialize a dynamic array/list
12.2 Lists
UT.CP2.1.2b
Add and remove items from the dynamic array/list
12.3 For Loops and Lists
12.4 List Methods
13.2 List Comprehensions
UT.CP2.1.2c
Output data from dynamic arrays/lists
12.3 For Loops and Lists
12.4 List Methods
UT.CP2.1.2d
Perform operations on dynamic arrays/lists
12.3 For Loops and Lists
12.4 List Methods
13.2 List Comprehensions
UT.CP2.1.2e
Iterate through the dynamic structure (i.e. for-each, enhanced for, or iterators)
12.3 For Loops and Lists
UT.CP2.1.2f
Use a loop to iterate through the dynamic structure
12.3 For Loops and Lists
UT.CP2.1.3a
Compare string values
10.6 String Methods
UT.CP2.1.3b
Find the length of a string
10.4 Strings and For Loops
UT.CP2.1.3c
Copy part or all of string values into other strings
10.1 Indexing
10.2 Slicing
10.4 Strings and For Loops
10.5 The in Keyword
10.6 String Methods
UT.CP2.1.3d
Concatenate string values
2.1 Printing in Python
2.5 String Operators
10.1 Indexing
10.2 Slicing
UT.CP2.1.3e
Locate substring positions
10.1 Indexing
10.2 Slicing
UT.CP2.1.3f
Insert strings into other strings
10.1 Indexing
10.2 Slicing
10.4 Strings and For Loops
10.5 The in Keyword
10.6 String Methods
UT.CP2.2.1a
Create and initialize sequential files
15.2 Reading Character from File
15.3 Reading Line from File
15.4 Reading All Lines from File
15.5 Writing to File
15.6 Move File Pointer Position
UT.CP2.2.1b
Store data to sequential files
15.5 Writing to File
15.6 Move File Pointer Position
UT.CP2.2.1c
Retrieve data from sequential files
15.2 Reading Character from File
15.3 Reading Line from File
15.4 Reading All Lines from File
UT.CP2.2.1d
Update sequential files
15.5 Writing to File
15.6 Move File Pointer Position
UT.CP2.3.1a
Understand that variables and functions have scope, which influences where they can be declared and accessed
9.3 Namespaces in Functions
UT.CP2.3.1b
Declare and access local variables in a program
2.2 Variables and Types
9.3 Namespaces in Functions
UT.CP2.3.1c
Declare and access global variables in a program
9.3 Namespaces in Functions
UT.CP2.3.2a
Understand the correlation between arguments (inputs) and parameters (variables)
9.2 Functions and Parameters
UT.CP2.3.2b
Understand that functions may or may not require arguments
1.4 Functions in Karel
9.1 Functions
9.2 Functions and Parameters
UT.CP2.3.2c
Understand that functions may or may not return values
9.1 Functions
9.4 Functions and Return Values
UT.CP2.3.2d
Define function(s), with parameters, without parameters, with return values, without return values, default parameters
9.1 Functions
9.2 Functions and Parameters
9.4 Functions and Return Values
UT.CP2.3.3a
Identify repetitive or redundant code in an application
9.1 Functions
9.2 Functions and Parameters
9.4 Functions and Return Values
UT.CP2.3.3b
Understand the role abstraction plays in computer programming
9.1 Functions
9.2 Functions and Parameters
9.4 Functions and Return Values
UT.CP2.3.3c
Demonstrate how to abstract multiple steps into a function
1.7 Abstraction
9.1 Functions
9.2 Functions and Parameters
9.4 Functions and Return Values
UT.CP2.3.3d
Identify the characteristics of a well-defined function. Examples: shorter code, efficiency, reduced memory consumption, high reliability, readability, abstraction
1.5 Top Down Design and Decomposition in Karel
9.1 Functions
9.2 Functions and Parameters
9.4 Functions and Return Values
UT.CP2.4.1a
Instantiate objects
16.1 Classes and Objects
UT.CP2.4.1b
Use object data members (i.e., Java’s arr. length)
10.6 String Methods
UT.CP2.4.1c
Use object member functions (methods)
16.2 Methods
16.3 Built-In Methods
UT.CP2.4.2a
Create and use data members (instance variables)
16.5 Class Variables vs. Instance Variables
UT.CP2.4.2b
Create a constructor to initialize the data members
16.1 Classes and Objects
16.5 Class Variables vs. Instance Variables
UT.CP2.4.2c
Create and use member functions (methods)
16.2 Methods
16.3 Built-In Methods
UT.CP2.5.1a
Tracing - Cognitively following the passes of a loop, nested function calls, change in value of global and local scoped variables, etc.
6.4 Nested Control Structures
9.3 Namespaces in Functions
UT.CP2.5.1b
Debugging - Utilizing 3rd party tools (IDE’s) to step through a program and troubleshoot
1.14 Debugging Strategies
9.3 Namespaces in Functions
12.1 Tuples
UT.CP2.5.1c
Testing - Validating the outputs of a program and testing its robustness. (i.e., boundary conditions, invalid inputs, unexpected scenarios, incorrect results, etc.)
9.5 Exceptions
UT.CP2.6.1a
Formalize specifications
11.1 Project: The Game of Pig
14.1 Project: Guess the Word
UT.CP2.6.1b
Choose proper input parameters
9.2 Functions and Parameters
UT.CP2.6.1c
Choose appropriate data structures and processing
16.1 Classes and Objects
UT.CP2.6.1d
Design appropriate output
11.1 Project: The Game of Pig
14.1 Project: Guess the Word
UT.CP2.6.1e
Use appropriate test data
11.1 Project: The Game of Pig
14.1 Project: Guess the Word
UT.CP2.6.1f
Write good documentation
1.6 Commenting Your Code
2.6 Comments
11.1 Project: The Game of Pig
14.1 Project: Guess the Word
UT.CP2.6.2a
Divide a project among programmers
11.1 Project: The Game of Pig
14.1 Project: Guess the Word
UT.CP2.6.2b
Present work to a group
17.1 Computer Science Careers
17.2 Explore a Career
UT.CP2.6.2c
Coordinate work with others in the group
11.1 Project: The Game of Pig
14.1 Project: Guess the Word
UT.CP2.6.2d
Complete assigned work according to predetermined deadlines
11.1 Project: The Game of Pig
14.1 Project: Guess the Word
UT.CP2.6.2e
Participate in a peer performance evaluation
11.1 Project: The Game of Pig
14.1 Project: Guess the Word
UT.CP2.6.2f
Demonstrate professionalism in team relationships, communication, timeliness, and attitude
11.1 Project: The Game of Pig
14.1 Project: Guess the Word
UT.CP2.7.1a
Explain the ethical reasons for creating reliable and robust software
17.1 Computer Science Careers
UT.CP2.7.1b
Explain the impact software can have on society (i.e., privacy, piracy, copyright laws, ease of use, ete.)
17.1 Computer Science Careers
UT.CP2.7.1c
Show how security concerns can be addressed in an application (i.e., biometrics, passwords, information hiding, etc.)
17.1 Computer Science Careers
UT.CP2.7.1d
Describe how computer-controlled automation affects a workplace and society
17.1 Computer Science Careers
17.2 Explore a Career
UT.CP2.7.1e
Give examples of ways to protect information on computer systems (attacks, viruses, malware, etc.)
17.1 Computer Science Careers
UT.CP2.8.1a
Identify the members of a computer programming/software engineering team: team leader, analyst, senior developer, junior developer, and client/subject matter expert
17.1 Computer Science Careers
17.2 Explore a Career
UT.CP2.8.1b
Describe work performed by each member of the computer programming/software engineering team
17.1 Computer Science Careers
17.2 Explore a Career
UT.CP2.8.1c
Investigate trends and traits associated with computer programming/software engineering careers (creativity, technical, leadership, collaborative, problem solving, design, etc.)
17.1 Computer Science Careers
17.2 Explore a Career
UT.CP2.8.1d
Discuss related career (computer programming/software engineering) pathways