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Computer Science Applications

The following learning targets represent the major concepts studied and assessed in this course. 

Unit 1: Java Coding Fundamentals: 

  • Chapter 1 begins with the basic constructs of the Java programming language and introduces you to the use of objects and classes. 

    • Unit 1.1 Primitive Types starts with built-in data types and progresses to the use of variables and arithmetic expressions. 
    • Unit 1.2 Using Objects introduces objects and classes to represent logically related information in a program. As concrete examples, you learn the String class to manage text-based data and the Math class to manage arithmetic data. 
    • Unit 1.3 Boolean Expressions and If Statements focuses on conditional expressions to control the flow of a program using the true or false state of variables. 
    • In Problem 1, you implement everything you have learned to design, plan, and collaboratively develop a solution that completes the functionality of a provided Escape Room style game.

Unit 2: Interactions and Classes: 

  • This chapter focuses on two major concepts: repeated execution to control program flow and the creation and use of objects to represent data. 

    • In Unit 2.4 Iteration, you learn repeated execution, called iteration or looping, using the while and for constructs. You develop new algorithms and analyze existing algorithms. 
    • Unit 2.5 Writing Classes goes deeper into the concept of objects and classes. You write your own methods and object-based algorithms to manage custom information in a program. To round out the unit, you explore the ethical and social impacts of computing systems. 
    • In Problem 2, you apply what you learned to generate a targeted advertisement for a pet food company.

Unit 3: Arrays: 

  • This chapter focuses on collections of data to manage both primitive and object data types. 

    • Unit 3.6 Arrays introduces the array. An array can store multiple values, such as a column of data or a list of values. You develop and analyze array algorithms and the data that the array stores. 
    • In Unit 3.7 ArrayList, you learn the ArrayList. Based on the concept of arrays, ArrayLists have more functionality than arrays, including dynamic sizing and the ability to insert and delete individual entries. At the end of the unit, you search and sort collections of data, comparing both array and ArrayList algorithms. 
    • In Unit 3.8 2D Arrays, you expand your knowledge of arrays to implement two-dimensional, or 2D arrays. Using 2D arrays, you manage a table of data, a chess-like game board, and an image on a computer screen.
    • In Problem 3, you work on the Data Lab provided by College Board as part of the Computer Science A classroom resources.

Unit 4: Inheritance and Recursion: 

  • In Chapter 4, you learn more advanced uses of objects and classes. 

    • Unit 4.9 Inheritance you explore object hierarchies to expand your knowledge of objects. Higher-order classes at the top of a hierarchy can use and share low-level classes at the bottom of the hierarchy. Using an analogy, many games are based on the notion of keeping score, and a variety of games (higher in the object hierarchy) can us a scorekeeping algorithm (lower in the object hierarchy. In your programs, you create and use objects based on the power of object hierarchies, sharing and reusing lower-level objects.
    • Unit 4.10 Recursion introduces a problem-solving technique called recursion, or recursive execution. A recursive method is one that breaks a problem into its simplest form and repeatedly calls itself to solve the bigger problem, updating data at each call. You analyze recursive search and sort algorithms and compare them to the iterative search and sort algorithms you learned in Chapter 3.
    • Problem 4 brings together all of the skills you have learned throughout the course. You use the software development cycle you have used in other projects to design and develop a program of your choosing.