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Министерство образования и науки Российской Федерации
Федеральное государственное боджетное образовательное учреждение
высшего профессионального образования
«Владимирский государственный университет
Имени Александра Григорьевича и Николая Григорьевича Столетовых»
Т.И.Койкова
А.Ю. Борисова
ENGLISH FOR IT
Учебное пособие
Владимир 2015
УДК 811.111
ББК 81.2 Англ.
Рецензенты:
Доцент кафедры иностранных языков профессиональной коммуникации Владимирского государственного университета
имени Александра Григорьевича и Николая Григорьевича Столетовых
кандидат филологических наук
Л.В.Новикова
Старший преподаватель кафедры русского и иностранных языков ФНО ВПО Владимирского института бизнеса
Н.В. Кудачкина
Печатается по решению редакционно-издательского совета ВлГУ
Койкова Т.И., Борисова А.А.
English for IT: учбеное пособие/ Т.И.Койкова, А.Ю. Борисова; Владим.гос. ун-т им А.Г. и Н.Г. Столетовых. – Владимир: Изд-во ВлГУ, 2015 – 104 с.
ISBN
Составлено в соответствии с требованиями программы по иностранным языкам для вузов неязыковых специальностей с целью развития у студентов умений способности анализировать и обрабатывать научно-техническую информацию и умения реферировать и аннотировать английский текст.
Предназначено для студентов, изучающий информационные технологии.
Рекомендовано для формирования профессиональных компентенций в соответствии с ФГОС 3-го поколения.
УДК 811.111
ББК 81.2 Англ.
ВлГУ, 2015
ПРЕДИСЛОВИЕ
Данное пособие предназначено для студентов III-IV курсов, изучающих информационные технологии. Пособие содержит аутентичные тексты и ставит своей целью развитие навыков чтения и анализа научно-технической литературы, аннотирования и реферирования английских текстов.
Пособие состоит из 3 разделов, частей, два из которых составляют основную часть, т.е. тексты для изучающего чтения. Упражнения предусматривают работу с активным словарем, включая терминологию, принятую в сфере информационных технологий, задания, направленные на понимание и анализ прочитанного текста, а также задания, имеющие своей целью реферирование и аннотирование текста.
Третий раздел пособия включает тексты для внеаудиторного чтения, содержащие информацию познавательного характера, и непосредственно связанные с тематикой текстов в 2 первых разделах. Эти текста могут быть использованы как для самостоятельной работы студентов, так и в процессе подготовки в рамках научных конференций. Целью работы над данными текстами также является развитие навыков компрессии текста.
Учебное пособие разработано на основе компетентностного подхода и отвечает требованиям ФГОС-3.
Авторы выражают благодарность Н.В. Кудачкиной, старшему преподавателю кафедры русского и иностранных языков АНО ВПО Владимирского института бизнеса и Л.В. Новиковой, кандидату филологических наук, доценту кафедры ИЯПК ВлГУ, за ценные замечания, высказанные в процессе работы над рукописью.
Авторы также благодарят Е.О. Борисову за предоставленные ею материалы.
PART I
Chapter I
The Latest Developments in Computer Science
UNIT 1 Graphical User Interface (part one)
Vocabulary
augment (v) – расширять
bitmapped – растровый
title bar – строка заголовка
overlap (v) – перекрывать
pop up (v) – выскакивать на экране
stroll bar – полоса прокрутки
pop up menu – всплывающее меню
envision (v) – предвидеть, рисовать в своем воображении
comprehension - понимание
derive (v) - извлекать
enhance (v) – усиливать, улучшать
overwhelm (v) – ошеломить
inevitable – неизбежный
demise – прекращение деятельности
conceive (v) – понимать, постигать
implementation – осуществление, реализация
(1) Like many developments in the history of computing, some of the ideas for a GUI computer were thought of long before the technology was even available to build such a machine. One of the first people to express these ideas was Vannevar Buch. In the early 1930s he first wrote of a device he called the “Memex”, which he envisioned as looking like a desk with two touch screen graphical displays, a keyboard, and a scanner attached to it. However, starting it about 1937 several groups around the world started constructing digital computers. The perfection and commercial production of vacuum tubes provided the fast switching mechanisms these computers needed.
(2) In 1962, Douglas Englebart published his ideas in an essay “Augmenting Human Intellect”. In this paper for human intellect, Douglas argued that digital computers could provide the quickest method to “increase the capability of a man to approach a complex problem situation, to gain comprehension to suit his particular needs, and to derive solutions to problems.” He envisioned the computer not as a replacement, but a tool for enhancing it. Douglas and his staff worked for years to develop the ideas and technology that finally culminated in a public demonstration in front of over a thousand computer professionals in 1968.
(3) The display was based on vector graphics technology and could display both text and solid lines on the same screen. Douglas’ hands operated three input devices: a standard typewriter-style keyboard and a small rectangular box with three buttons near the top, connected to the computer with a long wire. This was the mouse invented by Douglas himself and built by one of his engineers. Other input devices had been tried (such as touch screens and light pens), but user testing found the mouse to be the most natural way to manipulate an on-screen cursor. With the invention of the mouse came the invention of the mouse pointer, which in this system was a stick arrow, about the height of a single character, pointing straight up. This was called “a bug” by Douglas team, but this term did not survive into modern use.
(4) Douglas Englebart’s demonstration in 1968 overwhelmed many people. Xerox upper management, fearing the inevitable demise of their paper-based company in the ‘paperless” future, decided that they had better make sure they controlled this new technology. They formed the Palo Alto Research Center, or PARC, in 1970. PARC invented its own computer in 1973. The Alto was not a microcomputer as such, although its working components did fit under the desk. Its most striking feature was its display, which was the same size and orientation as a printed page, and featured full raster-based, bitmapped graphics at a resolution of 606 by 808. Each pixel could be turned on and off independently, unlike the vector-based terminals which could only display text and straight lines. It also had a keyboard and a modernized version of Englebart’s mouse, again with three buttons. The mouse cursor itself became a bitmapped image, and for the first time took the familiar diagonal-pointing arrow shape we know today.
(5) At this point the PARC researchers realized that a new visual code development environment had to be invented. This was Smalltalk, the first modern GUI. Smalltalk was conceived as a programming language and development environment so easy to use that a child could understand it, and in many respects was successful in this goal. Smalltalk was the world’s first object-oriented programming language, where program code and data could be encapsulated into single units called objects that could then be reused by other programs without having to know the details of the object’s implementation. It first began to take shape around 1974, and was continuously updated and enhanced.
(6) Individual windows in Smalltalk were contained by a graphical border, and stood out against the grey pattern of the background below them. They each had a title bar on the top line of each window which could be used to identify the window and move it around the screen. The title bar did not stretch the full length of the window, but started at the top left and only extended as far as the title itself. Windows could overlap other windows on the screen. The concept of “icons” was also invented at this time – small representations of programs or documents that could be clicked on to run them or manipulate them. Pop-up menus were also invented at the same time - the user would click one of the mouse buttons and hierarchical menu would appear at the last position of the mouse cursor. Also appearing for the first time were scroll bars, radio buttons and dialog boxes. The combination of Smalltalk and the Alto was essentially a modern personal computer with a very similar graphical user interface to the ones we use today. Many of the PARC team wanted Xerox to market the new, cost-reduced Alto III as a commercial product but Xerox management declined.
Exercise 1. Which of the following statements expresses the main idea of the text?
-
The invention of the first GUI comes back to the 30-th of the twentieth century. -
It took a long time to develop GUI. -
Douglas Englebart made a major contribution to the development of GUI.
Exercise 2. Give the number of the paragraph which says about:
-
the invention of a mouse; -
the idea of building a GUI computer; -
the origin of the first GUI; -
the construction of the first digital computer; -
Douglas’s contribution to the development of input devices; -
the first computer display; the origin of a modern computer; -
the advantages provided by a digital computer; -
the invention of the concept of icons; -
the devices which provided a computer with fast switching mechanisms; -
the world’s first object-oriented programming language.
Exercise 3. Define whether the following statements correspond to the content of the text (yes, no).
-
A computer has been designed to improve the intellectual abilities of a human being. -
The first GUI was composed of two touch screen graphical displays and a keyboard. -
A title bar was invented by Douglas Englebart. -
PARC invented their own computer in order to control the technology being the latest one in 1968. -
Pop-up menus were being invented along with a title bar and the concept of “icons”. Windows on the computer screen cannot overlap each other. -
The first object-oriented programming language was invented at the very end of the 20th century. -
Fast switching mechanisms of a computer were provided by improving vacuum tubes. -
It was Douglas Englebart who designed the device called mouse. -
Originally, the mouse cursor did not have a diagonal-pointing arrow. -
Douglas Englebart’s inventions did not impress the world of business. -
It took D. Englebart and his team quite a short time to make all their inventions.
Exercise 4. Match the terms with their definitions.
-
augment a. to lie over and partly cover some - thing -
title bar b. a horizontal or vertical bar that con- tains a box that is clicked and dragg- ed up, down, left, or right in order to scroll the screen -
pop-up menu c. cessation of existence or activity -
derive d. to think of or create (something) in the mind -
bitmapped graphics e. the section at the top of a window that contains the name or description of the window -
demise f. a rectangular pattern of parallel scan- ning lines followed by the electron beam on a television screen or comput- er -
overlap g. obtain something from (a specified source) -
implement h. to enlarge in size, number, strength, or extent -
overwhelm i. to appear very quickly or suddenly -
inevitable j. incapable of being avoided or pre vented -
enhance k. to picture in the mind; imagine. -
conceive l. to put into practical effect; carry out -
raster m. a menu that appears on the display when the user changes the state of a button or makes a selection from a menu bar -
scroll bar n. it differs from vector graphics which usually cannot be enlarged or reduc- ed without producing jagged lines or distorted images. -
pop up o. to affect deeply in mind or emotion, to affect (someone) very strongly -
envision p. to make greater, as in value, beauty, or effectiveness to picture in the mind
Exercise 5. Paraphrase the following statements simplifying its grammar.
1. Some of the ideas for a GUI computer were thought of long before the technology was even available to build such a machine.
2. Douglas argued that digital computers could provide the quickest method to “increase the capability of a man to approach a complex problem situation, to gain comprehension to suit his particular needs, and to derive solutions to problems.”
3. With the invention of the mouse came the invention of the mouse pointer, which in this system was a stick arrow, about the height of a single character, pointing straight up.
4. Xerox upper management, fearing the inevitable demise of their paper-based company in the ‘paperless” future, decided that they had better make sure they controlled this new technology.
5. Smalltalk was conceived as a programming language and development environment so easy to use that a child could understand it, and in many respects was successful in this goal.
6. Smalltalk was the world’s first object-oriented programming language, where program code and data could be encapsulated into single units called objects that could then be reused by other programs without having to know the details of the object’s implementation.
Exercise 6. Give your own interpretation of the following words and word combinations used in the text:
independently, replacement, rectangular box, encapsulate, enhance, identify, cost-reduced product, commercial product
Exercise 7. Answer the following questions.
-
When did the first ideas for GUI computers originate? -
What was the main purpose of inventing a digital computer in Doulas Englebart’s opinion? -
What is the difference between bitmapped and vector graphics? -
What devices were invented by Douglas’s team? -
What were the advantages of the computer invented by PARC? -
What developments led to the development of a modern personal computer?
Exercise 8. Make up the plan of the text and render its content.
UNIT 2 Graphical User Interface (part two)
Vocabulary
pull down menu разворачивающееся меню
checkmark галочка
keyboard shortcut клавишная комбинация быст- рого вызова
widget элемент интерфейса
tiled windows «мозаичные» окна
shortcut ярлык
squeeze (v) сжимать
zoom (v) увеличивать масштаб
trash ненужная информация
abandon отменить
bevel фаска
mimic имитировать
consistent единообразные по стилю, по управлению
vendor поставщик, производитель
survivor сохранившийся, продолжаю- щий существовать
lack испытывать недостаток
debut дебютировать
swipe сильно ударить
font шрифт
(1) The most important of GUI pioneers was a small startup founded in garage in1976 by Steve Jobs and Steve Wozniak, called Apple Computer. Apple had built it on the wildly popular Apple computer, which displayed both text and graphics but had a traditional command line interface. Apple was a young company that found itself flush with money, and was more willing to take risks. Many former Xerox PARC engineers found new jobs with Apple, and to recreate their work on the Alto and Smalltalk but on a product that would actually see commercial release and potentially become very popular. Work on Apple’s next-generation Lisa computer, which had started life as a traditional text-based command line computer for business use, was transformed by the influx of PARC people. The Lisa team eventually settled on an icon-based interface where each icon indicated a document or an application, and developed the first pull-down menu bar, where all menus appeared at the very top line of the screen. Other innovations from the Lisa team included the idea of checkmarks appearing next to selected menu items, and the concept keyboard shortcuts for the most frequently used menu commands. The Lisa also changed some PARC conventions, such as using proportionally-sized scroll bars instead of fixed - height ones, and added new conventions, such as a trash can for dragging documents scheduled for deletion, and the idea of “greying out” menu options if they were not currently available. The three-button mouse was simplified to have only one button for the Lisa. As the interface required at least two actions for each icon (selecting and running) the concept of double-clicking was invented to provide this functionality.
(2) In 1985 Bill Gates released a new competing product. In Windows each application had its own menu bar attached to it, just below the title bar. Another departure was the use of tiled, rather than overlapping windows. In 1987 Windows was updated to version 2.0, abandoning the tiled window approach in favour of the overlapping method and having maximizing widgets.
(3) Also in 1987, the UK-based company Acorn Computers introduced their first GUI called “Arthur” along with what was the world’s first 32-bit microcomputer, the Acorn A305/A310. This GUI used proportionally-sized scroll bars and introduced a new concept: a “Dock” or shelf at the bottom of the screen where shortcuts to launch common programs and tools could be kept. It is important to note that many of the GUIs released in the mid-80s supported proportionally-spaced fonts in applications, but they used a fixed-width font for the system (menus and icon labels) for the sake of clarity.