College Board. AP CS A Labs Magpie, Elevens, and Picture Lab. New York: College Entrance Examination Board, 2013.

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1 AP Computer Science August 2014 June 2015 Class Description AP Computer Science is the second class after Pre-AP Computer Science that together teach the fundamentals of object-oriented programming and the Java programming language. The AP course begins by reviewing programming concepts and terminology from the Pre-AP class using Alice 3 (a programming environment that enables novice programmers to easily create animations and games using 3D worlds) and Greenfoot (an interactive Java development environment that allows development of two-dimensional graphical applications, such as simulations and interactive games). After building several Alice 3 animations and Greenfoot simulations, students learn additional concepts not covered in the Pre-AP class. Programming will be done in Java using the Eclipse IDE. The latter part of the course emphasizes object-oriented programming, problem solving and algorithm development, and includes the study of data structures, design, and abstraction. By the conclusion of this class, students should be ready to take the AP Computer Science exam and the Oracle Certified Associate, Java SE 7 Programmer exam. Course Resources Oracle Academy Java Fundamentals and Java Programming Online Course: College Board. AP CS A Labs Magpie, Elevens, and Picture Lab. New York: College Entrance Examination Board, Schram, Leon. Multiple Choice & Free Response Questions In Preparation For The AP Computer Science Examination 7th Ed. New York: D&S Marketing: Website: Alice: Website: Greenfoot: Description of Computer Facilities The classroom contains enough desktop PCs so that each student has their own computer. Students will use these computer during class to complete programming assignments, run example programs during lecture, perform written work, and complete quizzes and tests. The computers will also be available after school in tutorials. These computers have internet access, the Sun Java SDK, Alice 3, Greenfoot, and the Eclipse Interactive Development Environment, tailored for our use. Teaching Methods and Philosophy The topics for this course are learned through class discussion, small group projects, individual and small group presentations, writing and debugging code, verifying program correctness, and other activities. Students are evaluated by the quality of the programming assignments, participation in group discussions, quizzes/homework/practice exercises, lesson quizzes, and semester and final exams, and rubrics applied to projects and presentations. All programming assignments are listed in this document and are assigned as time permits. By the end of the year, students will experience in excess of 20 hours of programming lab work. In order for the students to be successful in computer science topics, they must be confident in their knowledge of common algorithms to solve computer science problems. They must be able to choose the best (most efficient) method to solve a given problem and be able to use the deconstruction process to create an object that will solve that problem. 1

2 As time permits different business skills such giving presentations, writing resumes, and setting goals will also be incorporated. As it is my goal not to just prepare the students for the AP exam but also to prepare them for a career. Course Outline The Oracle Academy Java Course is a year-long course that is divided into two semester-long courses, Java Fundamentals (JF) and Java Programming (JP). Below are the sections and lessons in the course. A chart is available in the next section to show a correlation between the Computer Science A column of the Topic Outline in the AP Computer Science Course Description and each unit of this syllabus. Every lesson includes a Practice section in which students demonstrate understanding of the lesson objectives. For those lessons that include coding, the practice exercises require students to design solutions and then implement, document, and test them. Additionally, every lesson is assessed by a multiple choice quiz. Finally, students are assessed by mid-term and final exams covering the material presented that semester. Semester 1: Oracle Academy Java Fundamentals (JF) JF Section 1: Welcome and Introduction Lesson 1.1: Welcome Stating the course goals and objectives Describing the course map Describing the learning strategy Describing the software configuration and curriculum tools Recognizing teamwork and project learning goals Power on computers Software and folder tour Log on to Oracle ilearning (learning management system) and identify all curriculum components Introduce yourself to one person in the room Present the person you have met Form a team and define roles and tasks Lesson 1.2: Introduction Using Alice3, and Greenfoot tools to learn Java Using life experiences to identify skills needed for a project Using life experiences to identify the project tasks for creating an animation or game Understanding teamwork components and rubrics Code of ethics and cyber security Launch Alice3 and run a sample storyboard animation Launch Greenfoot and play a sample game Review a teamwork scenario and produce a result Present a summary of the teamwork activity and result produced Review a result and produce a written scenario Create journal and organize artifacts Review IEEE code of ethics and relate to school group projects Discuss cyber security and its impact in your country JF Section 2: Using Alice 3 Lesson 2.1: Get Started with Alice 3 Identifying scene components Creating and saving a new project Adding an object to a scene Communicate the value of saving multiple versions of a scene Coding a simple programming instruction Use the copy and undo command Understand the value of testing and debugging Identify scene components Work with galleries, classes, and instances Work with and save multiple scenes Code and edit a programming instruction Debug an animation 2

3 Lesson 2.2: Add and Position Objects Opening a saved version of a project Adding multiple objects to a scene Describing the difference between precise positioning and drag-and-drop (or imprecise) positioning Using a one-shot procedure to precisely position an object in a scene Editing properties of an object in the Scene editor Describing three-dimensional positioning axes Positioning the sub-parts of an object in the Scene editor Add multiple objects to a scene Use precise positioning techniques to position an object in a scene Use imprecise positioning techniques to position an object in a scene Edit an object s properties Position the sub-parts of an object Lesson 2.3: Use Procedures and Arguments Toggling between, and describing the visual differences between, the Scene editor and the Code editor Locating and describing the purpose of the methods panel and the procedures tab Using procedures to move objects Adding Java programming procedures to the Code editor Demonstrating how procedure values can be altered using parameters Work with the Code editor tools Create a program with pre-written procedures Create comments to demonstrate understanding Use procedures by deleting adding, copying, and pasting code Test the procedures in the context of the animation Debug the animation as necessary Creating programming comments Reordering, editing, deleting, copying, and disabling programming statements Testing and debuging an animation Lesson 2.4: Add Rotation and Randomization Correlating storyboard statements with program execution tasks Adding a simple control statement to the Code editor Using random numbers to randomize motion Correlate storyboard statements with program execution tasks Add a simple control statement to the code editor to repeat motion Use random numbers to randomize motion Lesson 2.5: Declare Procedures Comparing and defining an animation and a scenario Writing a storyboard Flowcharting a storyboard Describing inheritance and how traits are passed from superclasses to subclasses Describing when to implement procedural abstraction Demonstrating how and when to declare a procedure with or without parameters Identifying and using procedural abstraction techniques to simplify animation development Using functional decomposition to write a storyboard Flowchart a storyboard Map procedures to the storyboard Identify and use procedural abstraction techniques to simplify animation development Create an animation that demonstrates inheritance and procedural abstraction using parameters Decompose an animation task into smaller, more simple procedures Lesson 2.6: Use Control Statements 3

4 Defining multiple control statements to control animation timing Creating an animation that uses a control statement to control animation timing Recognizing programming constructs to invoke simultaneous movement as it relates to multithreaded programming Use a control statement to control animation timing Define, compare, contrast, and use specific if-else, loops, do in order, and do together control statements Recognize programming constructs to invoke simultaneous movement Lesson 2.7: Use Functions Using functions to control movement based on a return value Describe the differences in function return types Use functions to control movement based on a return value Use each return type in an animation function Lesson 2.8: Use the IF and WHILE Control Structures Using the IF control structure to effect execution of instructions Using the WHILE control structure to create a conditional loop for repetitive behavior Use the IF and WHILE control structures to control movement based on a return value Lesson 2.9: Use Expressions Creating an expression to perform a math operation Interpreting a math expression Create an expression to perform a math operation Create animations that require math expressions Lesson 2.10: Use Variables Understanding variables and how they are used in programming Compare and contrast datatypes in Alice Use variables in a program Create animations that use various Alice datatypes Lesson 2.11: Use Keyboard Controls Using keyboard controls to manipulate an animation Creating event-driven animations Use keyboard controls to manipulate an animation Create animations that demonstrate the Alice keyboard events to control animation Lesson 2.12: Develop a Complete Animation Using functional decomposition to write a scenario and storyboard Completing an animation Testing an animation Repositioning objects at run-time Planning the presentation of a completed animation project Use functional decomposition to write a scenario and storyboard Complete an animation Test an animation Reposition objects at run-time Plan the presentation of a completed animation project Lesson 2.13: Correlating Java Variables, Data Types, and Expressions with Alice 3 Tools 4

5 Describing Java variables Describing Java simple/primitve datatypes Describing arithmetic operators Describing relational and logical operators Describing assignment operators Create an animation to demonstrate the use of variables and simple types Create an animation to demonstrate the use of arithmetic, relational, and logical operators Create a Java syntax cheat sheet Lesson 2.14: Correlating Java Methods, Classes, and Other Structures with Alice 3 Tools Describing a method, class, and instance Describing a scenario where an if conditional control structure would be used Describing a scenario where a while loop control structure would be used Recognizing the syntax for a Java class method as it relates to Alice functions and procedures Describing input and output Evaluate the Java syntax of a simple animation and define the methods, classes, and instances Demonstrate the use of an if conditional control structure Demonstrate the use of a while loop control structure Correlate Java syntax with animation movements Add to the Java syntax cheat sheet Present animation examples for if and while control structures JF Section 3 Using Greenfoot Lesson 3.1: Getting Started with Greenfoot Downloading and installing Greenfoot Describing the components of the Greenfoot interactive development environment Creating an instance of a class Describing classes and subclasses Recognizing Java syntax used to correctly create a subclass Get to know the Greenfoot components Create instances Compile and debugging programs Identify properties of an object Journal class diagrams and the syntax to correctly create a subclass Lesson 3.2: Using Methods, Variables, and Parameters Defining parameters and how they are used in methods Understanding inheritance Describing properties of an object Examining the purpose of a variable Discussing programming concepts and defining terminology Invoke methods Compile and debug programs Identify properties of an object Dissect and journal inheritance concepts Journal the components of a method Lesson 3.3: Working with Source Code and Documentation Demonstrating source code changes to invoke methods programmatically Demonstrating source code changes to write an if decision statement Describing a method to display object documentation Identify components of the Code editor Modify source code to turn actors Modify source code to include a decision Lesson 3.4: Developing and Testing an Application Demonstrating program testing strategies List steps to developing a software application Understand documentation and testing 5

6 Recognizing phases for developing a software application Design a plan to develop a game Concept summary and terminology review Lesson 3.5: Using Randomization and Understanding Dot Notation and Constructors Creating randomized behaviors Defining comparison operators Creating if-else control statements Creating an instance of a class Recognizing and describing dot notation List and describe the comparison operators Examine and modify a constructor Create randomized actor behavior using comparison operators Create instances of a class Lesson 3.6: Defining Methods Describing effective placement of methods in a super or subclass Simplifying programming by creating and calling defined methods Examine and simplify programming by creating and calling defined methods Lesson 3.7: Using Sound and Keyboard Control Writing programming statements to include sound in a program Writing programming statements to include keyboard movements in a program Enhance programs with sound and keyboard movement evnets Lesson 3.8: Creating a World, Animating Actors, and Ending a Game Constructing a world object using a constructor method Creating an object using a constructor Writing programming statements to use the new keyword Defining the purpose and syntax of a variable Recognizing the syntax to define and test variables Writing programming statements to switch between two images Writing programming statements to end a game Create a world constructor method Image animation End a game Concept and terminology review Journal world creation and variable uses Create a flash card game in Greenfoot to study Java fundamentals vocabulary terms Lesson 3.9: Understanding Abstraction Defining abstraction and provide an example of when it is used Actor abstraction Journal abstraction Lesson 3.10: Using Loops, Variables, and Strings Creating a while loop in a constructor to build a world Describing an infinite loop and how to prevent one from occurring Using an array to store multiple variables used to create a world 6 Create a world constructor method with sound and keyboard input Use loops and arrays Demonstrate the use of variable scope in a program Journal while loops and arrays

7 Creating an expression using logic operators Describing the scope of a local variable in a method Using string variables to store and concatenate strings Lesson 3.11: Putting it All Together with Greenfoot Applying Greenfoot knowledge by creating a Java game Create a Java BlackJack ( 21 ) card game Lesson 3.12: Creating an Inventory of Java Fundamentals Creating an inventory of Java fundamentals Designing a project plan Create a table of Java programming terminology and definitions Create and label all known Java programming constructs and syntax Write a project plan to design, implement, and test a game created in Java JF Section 4: Using Eclipse Lesson 4.1: Compiling with Eclipse A First Program Identifying components of Eclipse Identifying components of a Java application Compiling an application Testing to ensure application is complete Writing the code for GalToLit.java Modifying a program to execute error free Modifying a program to use a formula to convert units of measure Compile, debug, and execute a Java application Write a Java program to convert gallons to liters Write a Java program to convert Celsius to Fahrenheit Enhance a Java program for converting values Add syntax information to the journal Lesson 4.2: Using Object Classes and Driver Classes Describing the general form of a Java program Describing the difference between an Object class and a Driver class Accessing a minimum of two Java class APIs Explaining and giving examples of Java keywords Creating an Object class Creating a Driver class Analyze a problem and write pseudo code in the general form of a Java program Write Java code and identify keywords used Create an Object Class Java program Create a Driver Class Java program Add components from the Java API to a program Lesson 4.3: Programming with Data Types and Operators Using primitive data types in Java code Specifying literals for the primitive types and for Strings Demonstrating how to initialize variables Describing the scope rules of a method Recognizing when an expression requires a type conversion Applying casting in Java code Using arithmetic operators 7 Present facts about primitive Java datatype variables and how they are used Create and initialize Java primitive variables Create and initialize Java String variables Demonstrate promotion and type casting Create Java code with relational and conditional operators Create Java code with Math and String methods from the Java API

8 Using the assignment operator Using a method from the Math class Accessing a Math class method from the Java API Navigate the Java API Lesson 4.4: Using Strings Instantiating (creating) a String Describing what happens when a String is modified Using the + and += operators for concatenating Strings Interpreting escape sequences in String literals Recognizing the difference between a String and a primitive char data type Testing Strings with the compareto() and equals() method Describing why the == operator does not always work when testing String equality Using String methods length(), substring(), indexof(), and charat() Declare a String object Instantiate and manipulate a String object Compare String objects Concatenate String objects Compare composition of String objects in multiple ways Compare String values and String Objects Use String methods from the Java API JF Section 5: Using Control Statements, Classes, Objects, and Methods Lesson 5.1: Using Scanner and Conditional Statements Using Scanner for user input during program execution Using if-else logic and statements Applying switch logic and statements in Java code Using break and default effectively in a switch statement Using the ternary operator Write Java code to demonstrate if and if-else logic Write Java code to demonstrate switch and break statements Write Java code to accept user input using Scanner Use Scanner methods from the Java API Use the ternary operator Lesson 5.2: Using Program Control Statements Creating a while loop Creating a do-while loop Creating a for loop Using break and continue in loops Identify examples of when to use looping constructs Write Java code to demonstrate break and continue Use pre-test and post-test loops in Java Use conditional and counting loops JF Section 6: Using Arrays and Strings Lesson 6.1: Using Arrays Writing a single-dimensional array in a Java program using primitive data types Writing a single-dimensional array in a Java program using reference (Object) types Writing a 2-dimensional array in a Java program using primitive data types Writing a 2-dimensional array in a Java program using reference (Object) types Declaring an array, initialize an array, and traverse the array Describing array initialization 8 Declare, initialize, and traverse one-dimensional arrays with both primitive and reference types Declare, initialize, and traverse two-dimensional arrays with both primitive and reference types Use command line arguments Write programs to store integers into an array, perform mathematical calculations, and display the results Write programs to store objects, including Strings Traverse the elements in any array type

9 Distinguishing between the String method length() and an array's length value Rewriting a Java program to store integers into an array, perform a mathematical calculation, and display the result Using alternative array declaration syntax Lesson 6.2: Sorting and Searching Recognizing the sort order of primitive types and objects Tracing and writing code to perform a simple Bubble Sort of integers Tracing and writing code to perform a Selection Sort of integers Tracing and writing code to perform a Binary Search of integers Comparing and contrasting search and sort algorithms: bubble sort, selection sort, insertion sort, merge sort, and quick sort. Analyzing the Big-O for various sort algorithms: bubble sort, selection sort, insertion sort, merge sort, and quick sort. Write programs using Linear and Binary searches of primitive datatypes Write programs using Linear and Binary searches of object datatypes Describe how to determine the sort order of primitive and object datatypes Write programs using various Sort algorithms for arrays Compare and contrast the search and sort algorithms to determine the efficiency of each Use Big-O notation to describe the efficiency of search and sort algorithms Explain the importance of algorithm efficiency as it relates to Big-O notation Lesson 6.3: Handling Errors Overview of handling errors Propagation of exceptions Multiple exceptions and errors Create an illustration describing errors and how they are handled Write code to demonstrate the implementation of an exception Add syntax examples to the journal JF Section 7: Using Recursion, Abstraction, and Inheritance Lesson 7.1: Passing Objects and Overloading Methods Recognizing the correct general form of a class Creating an object of a class Creating methods that compile with no errors Returning a value from a method Using parameters in a method Creating a driver class and add instances of Object classes Adding a constructor to a class Applying the new operator Describing garbage collection and finalizers Applying the this reference Adding a constructor to initialize a value Create a class Create and use constructors Create methods with parameters and return values Create constructors to work with random values to create a card and determine its point value Apply the new operator and the this reference Work with examples of garbage collection and finalizers in programs Lesson 7.2: Passing Objects and Overloading Methods Public and private access Passing and returning objects to and from methods Overloading constructors and methods 9 Model inheritance and describe public and private access Visually demonstrate passing and returning objects to and from methods Write Java code using arrays and overloaded methods Add syntax examples to the journal

10 Lesson 7.3: Understanding Recursion, the Static Modifier, and Nested Classes Using a linear and non-linear recursive methods Using the static modifier for classes, methods, and variables Demonstrate recursion and create a recursive method Use the static modifier in a Java program for classes, methods, and variables Use a static block in Java code Lesson 7.4: Understanding Inheritance Class hierarchies and inheritance Superclass references Using applets to demonstrate inheritance Describe how to draw UML class diagrams Explain attributes, methods (operations), and relationships in UML Explain visibility public, protected, default, and private Build models of class hierarchies Describe the benefits of inheritance Use superclass references Use an applet to demonstrate inheritance Lesson 7.5: Understanding Polymorphism Review of inheritance Working with superclasses and subclasses Polymorphism and overriding methods Creating interfaces Understanding the object model Change the reference type of an object Implement interfaces Write a program to override methods from the Object class Describe object class importance Add syntax examples to the journal Semester 2: Oracle Academy Java Programming (JP) JP Section 1: Java Application Deployment Lesson 1.1: Deploying an Application Using packages JAR s and deployment Two-tier architecture Application modification and enhancement Create a design that uses packages to organize related classes Create JARs and set the main class Describe Two-tier architectures Create syntax examples for the journal JP Section 2: Working with Pre-Written Code Lesson 2.1: Working with Pre-Written Code Reading and understand a pre-written Java program consisting of classes and interacting objects Applying the concept of inheritance in the solutions of problems Testing classes in isolation Describing when it is more appropriate to use an ArrayList than an Array Examine the code in JavaBankArrayList to see how to declare and use the ArrayList Accounts Examine the code in JavaBankArrayList to see how the code for creating an account has changed by using an ArrayList Examine the code in JavaBankArrayList to see how the code for making a deposit or withdrawal is used Amend the JavaBankArrayList program to delete an account using the remove operation Amend the JavaBankArrayList program to delete an account using the remove operation Unit test your new code 10

11 JP Section 3: Class Design, Generics, Strings, and Exceptions Lesson 3.1: Java Class Design Access levels Instance of and virtual method invocation Casting and overriding methods Use instance of and virtual method invocation Use virtual methods and casting Write syntax examples for the journal Lesson 3.2: Generics and Collections Generic classes Creating collections Using ArrayList, Set, and HashMap Implementing a stack Using enumerated types Create generic classes Create collections with and without generics Use ArrayList, Set, and HashMap Implement a stack and using enumerated types Create syntax examples for the Journal Lesson 3.3: String Processing Searching, parsing, and creating strings Using regular expressions to search, parse, and replace strings Use StringBuilder to create strings Modify Java code to search, parse, and replace strings Lesson 3.4: Exceptions and Assertions Exception handling Recognizing exception classes and categories Creating custom exceptions Testing invariants Demonstrate multiple ways to code exception handling Identify common exception classes Write code to create custom exceptions Create syntax examples for the journal Lesson 3.5: Input/output Fundamentals Basics of input and output Reading and writing data, files, and objects Create a Java program to read and write data Create a Java program to read and write files using streams Create a Java program to read and write objects JP Section 4: Creating a Final Project Lesson 4.1: Final Project and Presentation Getting started on the final project Presentation essentials Project documentation essentials Project analysis, design, and development, and test Develop a final project presentation Document the final project Appendix A: Self-study Guides Appendix B: A SQL Primer Appendix C: Preparation for the US AP Exam 11

12 Correlation to AP Topic Outline I. Object-Oriented Program Design A. Program design 1. Read and understand a problem description, purpose, and goals. JF2, JF3, JP4 2. Apply data abstraction and encapsulation. JP7 3. Read and understand class specifications and relationships among the classes ( is-a, has-a relationships). JP7 4. Understand and implement a given class hierarchy. JP7 5. Identify reusable components from existing code using classes and class libraries. JP2, B. Class design JP Design and implement a class. JP Choose appropriate data representation and algorithms. JP3 3. Apply functional decomposition. JF2, JF3 4. Extend a given class using inheritance. JF7.4 II. Program Implementation A. Implementation techniques 1. Methodology a. Object-oriented development JF7 b. Top-down development JF2 through JF7 c. Encapsulation and information hiding JF7 d. Procedural abstraction JF2 through JF7 B. Programming constructs 1. Primitive types vs. objects JF4.2, JF4.3,JF Declaration a. Constant declarations JF7.3 b. Variable declarations JF2.4, JF4.3 c. Class declarations JF2, JF3, JF4.2, JF7.1, JF7.2 d. Interface declarations JP2 e. Method declarations JF4.3, JF5.2, JF7.2 12

13 f. Parameter declarations JF5.2, JF7.1, JF7.2, JF Console output (System.out.print/println) JF3.5, JF Control a. Methods JF7.1 b. Sequential JF3 & JF4 c. Conditional JF5.2 d. Iteration JF5.2 e. Understand and evaluate recursive methods JF7.3, JF7.4 C. Java library classes (included in the AP Java subset) JF4.3, JF4.4 III. Program Analysis A. Testing 1. Test classes and libraries in isolation. JP2, 2. Identify boundary cases and generate appropriate test data. JP2, 3. Perform integration testing. JP2, B. Debugging 1. Categorize errors: compile-time, run-time, logic. JF Identify and correct errors. JF2, JF3 3. Employ techniques such as using a debugger, adding extra output statements, or hand-tracing code. JF2, JF3 C. Extend existing code using inheritance JF3.1, JF7 D. Understand error handling 1. Understand runtime exceptions. JF4, JF6 E. Reason about programs 1. Pre- and post-conditions JF2 2. Assertions JF2 F. Analysis of algorithms 1. Informal comparisons of running times JF Exact calculation of statement execution counts JF6.2 G. Numerical representations and limits 1. Representations of numbers in different bases 13

14 2. Limitations of finite representations (e.g., integer bounds, imprecision of floating-point representations, and round-off error) IV. Data structures A. Simple data types (int, boolean, double) JF4.3 B. Classes JF4.3, JF7.1 C. Lists JP3.2 D. Arrays JF6.1 V. Standard Algorithms A. Operations on data structures previously listed 1. Traversals JF6.1, JP Insertions JF6.1, JP Deletions JF6.1, JP3.2 B. Searching 1. Sequential JF Binary JF6.2 C. Sorting 1. Selection JF Insertion JF Mergesort JF6.2 VI. Computing in Context A. System reliability JF1.2 B. Privacy JF1.2 C. Legal issues and intellectual property JF1.2 D. Social and ethical ramifications of computer use JF1.2 14

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