domain 4 lesson 1
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142 | Domain 4 Lesson 1: Software Installation Best Practices IT Fundamentals (FC0-U61) Project Workbook, First Edition
Domain 4 Lesson 1
143 | Domain 4 Lesson 1: Fill-in-the-Blanks IT Fundamentals (FC0-U61) Project Workbook, First Edition
Fill-in-the-Blanks Instructions: While watching Domain 4 Lesson 1, fill in the missing words according to the information presented by the
instructor. [References are found in the brackets.]
1. Interpreted languages that can run with or without being compiled by an engine are known as
languages. [Interpreted Languages]
2. The popular programming language is unique in that it does not require a compiler but can run
through one when needed. [Interpreted Languages]
3. Compiled languages are converted into an executable of 0s and 1s that can be read by a machine.
[Compiled Programming Languages]
4. Before they can be run on a device, some programs require users to install a app to manually
convert code. [Compiled Programming Languages]
5. The most popular query language, , is used in database environments.
[Query Languages]
6. In a simple query, the keyword is used to obtain information from a database or table. [Query
Languages]
7. While compiled languages build , assembly languages build hardware. [Assembly Language]
8. Machine code is written in plain text and then converted via an . [Assembly Language]
144 | Domain 4 Lesson 1: Interpreted Languages IT Fundamentals (FC0-U61) Project Workbook, First Edition
Interpreted Languages Programming languages are used to create programs, scripts, and other
detailed instructions that computers can understand. They can be classified into
various categories, including interpreted languages, compiled languages, query
languages, and assembly languages.
Most programming languages require an engine, which compiles code so that
programs can run. However, code written in an interpreted language does not
need to be compiled by a target machine to be executed. Instead, it is read and
executed by an interpreter.
There are three types of Interpreted languages: scripting languages, scripted
languages, and markup languages.
Purpose
Upon completing this project, you will be able to identify interpreted languages.
Steps for Completion
1. List an example of each type of interpreted language.
a. Scripting language
b. Scripted language
c. Markup language
2. Indicate whether the following statements are true or false.
a. Scripting languages require both a compiler and an interpreter to run.
b. XML can be imported into a database and is used to organize text as if it were data.
c. For more complex programs, users can compile and run code written in markup languages.
d. Markup languages place tags around existing text to add meaning to the text.
Project Details
Project file N/A
Estimated completion time 5-10 minutes
Video reference Domain 4
Topic: Software Development
Concepts
Subtopic: Interpreted Languages
Objectives covered 4 Software Development Concepts
4.1 Compare and contrast
programming language categories
4.1.1 Interpreted
4.1.1.1 Scripting languages
4.1.1.2 Scripted languages
4.1.1.3 Markup languages
Notes for the teacher For the exam, ensure students know the
types of interpreted languages.
145 | Domain 4 Lesson 1: Compiled Programming Languages IT Fundamentals (FC0-U61) Project Workbook, First Edition
Compiled Programming
Languages Unlike interpreted languages, compiled programming languages require code
to be converted before the computer can run it. The code is directly
transformed into instructions that can be read and executed by machines.
Most development tools come with built-in compilers that compile the code for
users or include instructions on compiling code.
Purpose
Upon completing this project, you will be able to define a compiled language.
Steps for Completion
1. List two examples of compiled programming languages.
a.
b.
2. Indicate whether the following statements are true or false.
a. The Oracle website includes information on apps that can help users compile Java code.
b. While computers can run some compiled languages without being converted, doing so
sacrifices the code’s functionality.
Project Details
Project file N/A
Estimated completion time 5-10 minutes
Video reference Domain 4
Topic: Software Development
Concepts
Subtopic: Compiled Programming
Languages
Objectives covered 4 Software Development Concepts
4.1 Compare and contrast
programming language categories
4.1.2 Compiled programming
languages
Notes for the teacher For the exam, ensure students know
how to define a compiled language.
146 | Domain 4 Lesson 1: Query Languages IT Fundamentals (FC0-U61) Project Workbook, First Edition
Query Languages A query language is a type of programming language that asks questions of a
database. It is particularly useful for obtaining information for analysis,
reporting, and decision making from large information systems.
Purpose
Upon completing this project, you will know how to recognize and read query
language.
Steps for Completion
1. Open the 413-SQLQuery2.sql file from your Domain 4 Student folder.
2. What information, represented by the keyword, is sought in the file?
a.
3. What does the asterisk represent?
a.
4. What does TerritoryID = 1 indicate?
a.
Project Details
Project file 413-SQLQuery2.sql
Estimated completion time 5-10 minutes
Video reference Domain 4
Topic: Software Development
Concepts
Subtopic: Query Languages
Objectives covered 4 Software Development Concepts
4.1 Compare and contrast
programming language categories
4.1.3 Query languages
Notes for the teacher For the exam, ensure students know
how to recognize examples of query
language.
147 | Domain 4 Lesson 1: Assembly Language IT Fundamentals (FC0-U61) Project Workbook, First Edition
Assembly Language Assembly language is a type of low-level programming language used to
manipulate hardware.
Before the advent of object-oriented programming, assembly language was
designed to build apps and process data. Currently, however, it is not often used
in modern applications.
Purpose
Upon completing this project, you will know the purpose of assembly language.
Steps for Completion
1. Indicate whether the following statements are true or false.
a. A compiler converts assembly language.
b. Users can utilize assembly language to provide
processors with hardware instructions.
c. Code in assembly language is written in plain text.
Project Details
Project file N/A
Estimated completion time 5-10 minutes
Video reference Domain 4
Topic: Software Development
Concepts
Subtopic: Assembly Language
Objectives covered 4 Software Development Concepts
4.1 Compare and contrast
programming language categories
4.1.4 Assembly language
Notes for the teacher For the exam, ensure students know the
difference between assembly language
and other programming languages.
148 | Domain 4 Lesson 2: Assembly Language IT Fundamentals (FC0-U61) Project Workbook, First Edition
Domain 4 Lesson 2
149 | Domain 4 Lesson 2: Fill-in-the-Blanks IT Fundamentals (FC0-U61) Project Workbook, First Edition
Fill-in-the-Blanks Instructions: While watching Domain 4 Lesson 2, fill in the missing words according to the information presented by the
instructor. [References are found in the brackets.]
1. Pseudocode is written in a text editor, while and
are built in a diagramming program. [Organizational Techniques]
2. In pseudocode, slashes indicate that lines are , which explain code but will not run as part of the
code. [Organizational Techniques]
3. A loop runs a defined number of times each time it runs, while a
loop runs a number of times based on whether a condition is true or false. [Logic Components]
4. Branching logic almost always involves an statement of some kind. [Logic Components]
150 | Domain 4 Lesson 2: Organizational Techniques IT Fundamentals (FC0-U61) Project Workbook, First Edition
Organizational Techniques Organizational techniques help users to conceptualize a program build without
writing the actual code for the program.
One technique involves pseudocode, an English language version of how the
final code might look. Another technique involves flow charts, which provide
users a more visual approach to program organization.
Purpose
Upon completing this project, you will know organizational techniques for
planning programs.
Steps for Completion
1. Explain the benefit of using pseudocode to draft a program.
a.
.
2. Explain the benefit of using flow charts.
a.
.
3. In flow charts, help direct where one
should go in code based on a condition.
4. A is the order of steps to be done within a program.
Project Details
Project file N/A
Estimated completion time 10-15 minutes
Video reference Domain 4
Topic: Organizational Techniques
and Interpreting Logic
Subtopic: Organizational
Techniques
Objectives covered 4 Software Development Concepts
4.2 Given a scenario, use
programming organizational
techniques and interpret logic
4.2.1 Organizational techniques
4.2.1.1 Pseudocode concepts
4.2.1.2 Flow chart concepts
4.2.1.3 Sequence
Notes for the teacher For the exam, ensure students know the
benefits of using pseudocode or flow
charts for drafting programs. If time
permits, students can experiment with
writing pseudocode in a text editor.
151 | Domain 4 Lesson 2: Logic Components IT Fundamentals (FC0-U61) Project Workbook, First Edition
Logic Components An important part of programming is providing a computer or program the
ability to make decisions based on certain conditions. Many complex decisions
are built using two types of logic components: branching and looping.
Branching logic involves using if/then/else statements to determine what
happens in a program.
Looping logic refers to program logic that can be run a defined number of times
or run a number of times based on a condition.
Purpose
Upon completing this project, you will understand the importance of logic
components.
Steps for Completion
1. Explain why the order of conditions matters in branching logic.
a.
.
2. List the two types of conditional loops.
a.
b.
3. Explain the difference between the two types of conditional loops.
a.
.
Project Details
Project file N/A
Estimated completion time 10-15 minutes
Video reference Domain 4
Topic: Organizational Techniques
and Interpreting Logic
Subtopic: Logic Components
Objectives covered 4 Software Development Concepts
4.2 Given a scenario, use
programming organizational
techniques and interpret logic
4.2.2 Logic components
4.2.2.1 Branching
4.2.2.2 Looping
Notes for the teacher For the exam, ensure students know the
different logic components, including
the types of loops.
152 | Domain 4 Lesson 3: Logic Components IT Fundamentals (FC0-U61) Project Workbook, First Edition
Domain 4 Lesson 3
153 | Domain 4 Lesson 3: Fill-in-the-Blanks IT Fundamentals (FC0-U61) Project Workbook, First Edition
Fill-in-the-Blanks Instructions: While watching Domain 4 Lesson 3, fill in the missing words according to the information presented by the
instructor. [References are found in the brackets.]
1. Users can adjust a as needed depending upon what occurs within the program in which it is
being used. [Identifiers]
2. If a program is running, trying to change a in the code will result in an error message.
[Identifiers]
3. A or list is an array that starts with a set of defined values, and values can be added or removed as
needed. [Containers]
4. In many programming languages, arrays are . The first value in the array is value 0, the second
is value 1, and so forth. [Containers]
5. A function performs actions in a program without requiring users to enter the code for those
actions each time they are needed. [Functions]
6. An is any input given to a function. For example, it can pass through a function and return a
calculation. [Functions]
7. If properties are nouns, then are adjectives, and are verbs. [Objects]
8. An object’s serves as its blueprint and will define its properties, attributes, and methods. [Objects]
154 | Domain 4 Lesson 3: Identifiers IT Fundamentals (FC0-U61) Project Workbook, First Edition
Identifiers In programming, identifiers are names assigned to program elements such as
variables and constants. Variables and constants are types of containers, which
store values for future use. While the value of a variable can change, the value of
a constant cannot.
Purpose
Upon completing this project, you will be able to identify variables and
constants.
Steps for Completion
1. Open the 431-identifiers and containers.java file from your Domain 4
Student folder.
2. What is the name and value of the variable?
a.
3. What is the name and value of the constant?
a.
Project Details
Project file 431-identifiers and containers.java
Estimated completion time 5-10 minutes
Video reference Domain 4
Topic: Programming Concepts
Subtopic: Identifiers
Objectives covered 4 Software Development Concepts
4.3 Explain the purpose and use of
programming concepts
4.3.1 Identifiers
4.3.1.1 Variables
4.3.1.2 Constants
Notes for the teacher For the exam, ensure students know the
difference between a variable and a
constant. If time permits, students can
experiment with changing the value of
the variable in the project file.
155 | Domain 4 Lesson 3: Containers IT Fundamentals (FC0-U61) Project Workbook, First Edition
Containers A container is a special type of variable, allowing multiple values to be stored in
a single variable. One way to visualize a container is by imagining a box that
contains multiple storage compartments.
Containers can hold arrays, which are variables with multiple values, or vectors,
which are groups of variables of the same type.
Purpose
Upon completing this project, you will know the purpose of containers.
Steps for Completion
1. Open the 431-identifiers and containers.java file from your Domain 4
Student folder.
2. List the four values in the hatBrands array.
a.
b.
c.
d.
3. In some programming languages, all arrays are , meaning that they cannot be altered
once defined.
4. A list is a array, meaning that it can be altered within the program code.
Project Details
Project file 431-identifiers and containers.java
Estimated completion time 5-10 minutes
Video reference Domain 4
Topic: Programming Concepts
Subtopic: Containers
Objectives covered 4 Software Development Concepts
4.3 Explain the purpose and use of
programming concepts
4.3.2 Containers
4.3.2.1 Arrays
4.3.2.2 Vectors
Notes for the teacher For the exam, ensure students know the
difference between a vector and an
array.
156 | Domain 4 Lesson 3: Functions IT Fundamentals (FC0-U61) Project Workbook, First Edition
Functions A function is a block of code that performs a set of instructions for a program. It
is used to accomplish tasks, such as calculations.
Purpose
Upon completing this project, you will know the purpose of functions.
Steps for Completion
1. Indicate whether the following statements are true or false.
a. Arguments are the values input in a function.
b. Users can run functions multiple times.
c. Function and method are interchangeable terms.
Project Details
Project file N/A
Estimated completion time 5-10 minutes
Video reference Domain 4
Topic: Programming Concepts
Subtopic: Functions
Objectives covered 4 Software Development Concepts
4.3 Explain the purpose and use of
programming concepts
4.3.3 Functions
Notes for the teacher For the exam, students should know the
purpose of a function.
157 | Domain 4 Lesson 3: Objects IT Fundamentals (FC0-U61) Project Workbook, First Edition
Objects Objects are the hallmark of many programming languages. C#, Java, JavaScript,
and Python are all object-oriented programming languages. In these languages,
objects are defined using three traits: properties, attributes, and methods.
Properties are the characteristics of an object and define the object itself.
Attributes are values for properties. Methods are actions that change the state
of an object.
Purpose
Upon completing this project, you will be able to define objects.
Steps for Completion
1. Open the 434-objects.java file from your Domain 4 Student folder.
2. List the four properties of the Shirt object.
a.
b.
c.
d.
3. List the two attributes of the Shirt object.
a.
b.
4. What is the method of the Shirt object?
a.
Project Details
Project file 434-objects.java
Estimated completion time 5-10 minutes
Video reference Domain 4
Topic: Programming Concepts
Subtopic: Objects
Objectives covered 4 Software Development Concepts
4.3 Explain the purpose and use of
programming concepts
4.3.4 Objects
4.3.4.1 Properties
4.3.4.2 Attributes
4.3.4.3 Methods
Notes for the teacher For the exam, ensure students
understand the different traits that
define an object.
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