TECHNOLOGY Computer Programming II Grade: 9-12 Standard 2: Technology and Society Interaction



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Standard 2: Technology and Society Interaction Technology and Ethics Analyze legal technology issues and formulate solutions and strategies that foster responsible technology usage. 1. Practice responsible usage of technologies (e.g., download legally, install licensed software, adhere to copyright restrictions). Adopted 6/26/07 Page 1 of 7

Productivity Tools Create, edit, and run a Windows application. 1. Add controls and code to a form. 2. Build and Start a project. 3. Use the Output Window. 4. Save a project and understand the files and folders created for the project. Problem-solving Create an application with user-interactivity. 1. Write pseudo code to plan a program. 2. Write comments in code. 3. Make code readable. Productivity Tools Plan a program/document the code. 1. Set properties of controls. 2. Trigger events of controls. Productivity Tools Call a method. 1. Add code to event handlers. 2. Read and set properties using code. 3. Use Intellisense/dot notation. 4. Call methods using code. 5. Pass information through parameters. Problem-solving Implement assignment statements. 1. Use assignment statements. 2. Declare variable type. Adopted 6/26/07 Page 2 of 7 3. Initialize variables.

Productivity Tools Implement decision-making structure. 1. Code if then statements. 2. Code nested if statements. 3. Code if then else statements. 4. Debug if then else statements. Productivity Tools Implement repetition structures. 1. Code definite loops. 2. Code for next statements. 3. Code indefinite loops. 4. Code while loop statements. 5. Code do until loop statements. Productivity Tools Implement graphics/animation commands. 1. Instantiate an object from the library. 2. Set properties of an object to cause movement. 3. Code methods to cause movement. 4. Set pen color. 5. Code methods to draw a shape. Productivity Tools Implement a class and create objects of the class. 1. Set variables as public or private. 2. Set methods as public or private. 3. Set properties of a class. 4. Code constructor methods. Adopted 6/26/07 Page 3 of 7

Productivity Tools Implement inheritance. 1. Code super and sub classes. 2. Override super class. 3. Code protected information (variables, methods). 4. Code an abstract class. Productivity Tools Implement array list data structures. 1. Add items to lists. 2. Determine the length of a list. 3. Remove/insert items in a list. 4. Search a list. Productivity Tools Implement one-dimensional and two-dimensional arrays. 1. Create one-dimensional arrays. 2. Determine the length of an array. 3. Pass arrays as parameters. 4. Initialize an array. 5. Create two-dimensional arrays. Adopted 6/26/07 Page 4 of 7

Productivity Tools Manipulate string data. 1. Compare strings. 2. Amend strings. 3. Examine strings. Productivity Tools Open, close, read, and write file streams. 1. Open files for input and output. 2. Search files. 3. Diagnose file exception errors. Productivity Tools Integrate a database. 1. Create a database. 2. Utilize a database in a program. Productivity Tools Create macro(s). 1. Code a VBScript in Excel. Adopted 6/26/07 Page 5 of 7

Standard 5: Technology and Information Literacy Check Develop algorithms. 1. Develop language-related mathematical expressions (e.g., determine if a number is prime). Evaluate Compare data types. 1. Compare and contrast the following data types: integer, double/decimal, string, character, Boolean. Evaluate Evaluate arithmetic expressions using the order of operations. 1. Simplify expressions involving arithmetic operations. Evaluate Evaluate expressions using Boolean operators. 1. Simplify expressions involving Boolean operations (e.g., and, or, not). Evaluate Describe differences between parameter types. 1. Identify situations when the parameter should be reference and when it should be value type. Find Compare repetition structures. 1. Contrast different repetition structures (e.g., definite loops versus indefinite loops). 2. Examine repetition structures and explain how they behave during execution. Evaluate Describe the scope of variables. 1. Describe the life of a variable when it is created in memory and how long it resides in memory. Evaluate Define terms associated with arrays. 1. Define array, index, subscript, range bound error, physical size, and logical size. Evaluate Define terms associated with classes. 1. Define encapsulation, instance, attribute, behavior, constructor, accessor, modifier, polymorphism, overloading, and inheritance. Adopted 6/26/07 Page 6 of 7

Standard 6: Design Problem-Solving Apply problem-solving techniques to solve programs. 1. Apply traditional problem-solving techniques (e.g., work backwards, make a table, draw a picture). 2. Use a top-down design process in coding. Problem-Solving Identify problems and potential solutions. 1. Identify and correct errors in programs. 2. Identify the meaning of compiler error messages. 3. Explain the difference between run-time and compiler/syntax errors. Assessment Test program for completeness. 1. Enter inputs that produce all possible outputs. Technical Communication Demonstrate knowledge of multi-view renderings. 1. Identify pictorial views that are top, front, and side views. Adopted 6/26/07 Page 7 of 7