- •Lesson 6.1
- •1. Text Computer
- •2. Vocabulary
- •3. Grammatical notes
- •4.Excercises
- •Lesson 6.2
- •1. Text Computer architecture
- •4. Excercises
- •Lesson 6.3
- •1. Text Central processing unit
- •2. Vocabulary
- •3. Grammatical notes
- •2. Vocabulary
- •3. Grammatical notes
- •4. Excercises
- •Lesson 6.4
- •1. Text Pascal (programming language)
- •2. Vocabulary
- •3. Grammatical notes
- •4. Excercises
- •Lesson 6.5
- •1. Text
- •2. Vocabulary
- •3. Grammatical notes
- •4. Excercises
- •Lesson 6.6
- •1. Text Object-oriented programming
- •2. Vocabulary
- •3. Grammatical notes
- •4. Excercises
- •Lesson 6.7
- •1. Text Microsoft Office
- •2. Vocabulary
- •3. Grammatical notes
- •4. Excercises
- •Lesson 6.8
- •1. Text
- •Internet
- •2. Vocabulary
- •3. Grammatical notes
- •4. Excercises
- •Lesson 7.1
- •1. Text
- •Introduction to mechanics
- •2. Vocabulary
- •3.Excercises
- •Lesson 7.2
- •1. Text constraints and their reactions
- •2. Vocabulary
- •3.Excercises
- •Lesson 7.3
- •1. Text
- •Introduction to kinematics
- •2. Vocabulary
- •3.Excercises
- •Lesson 7.4
- •1. Text
- •Introduction to dynamics
- •2. Vocabulary
- •3.Excercises
- •Lesson 7.5
- •1. Text
- •Introduction to the dynamics of a system
- •2. Vocabulary
- •3.Excercises
- •Lesson 8.1
- •1. Text
- •Voltage control with d.C. Supply
- •2. Vocabulary
- •3.Excercises
- •Lesson 8.2
- •1. Text Choppers (transistors)
- •2. Vocabulary
- •3.Excercises
- •Lesson 8.3
- •1. Text Choppers (thyristors)
- •2. Vocabulary
- •3.Excercises
- •Lesson 8.4
- •1. Text Chopper with inductive load
- •2. Vocabulary
- •3.Excercises
- •Lesson 8.5
- •1. Text Rectifier with resistive load
- •2. Vocabulary
- •3.Excercises
- •Lesson 8.6
- •1. Text Rectifier with inductive load
- •2. Vocabulary
- •3.Excercises
- •Lesson 8.7
- •1. Text Single-phase inverter
- •2. Vocabulary
- •3.Excercises
- •Lesson 8.8
- •1. Text three-phase inverter with pulse-width-modulation
- •2. Vocabulary
- •3.Excercises
2. Vocabulary
statically typed – статично визначений
free-form language – мова програмування вільної форми
middle-level language – мова програмування середнього рівня
high-level language – мова програмування високого рівня
low-level language – мова програмування низького рівня
enhancement – розширення
systems software – системне програмне забезпечення
application software – прикладне програмне забезпечення
device driver – драйвер приладу
operator overloading – перевантаження оператора
multiple inheritance – множинне наслідування
template – шаблон
exception handling – реакція на особу ситуацію
corrigendum – виправлення
Ph.D. – доктор філософії
thesis – дисертація
kernel – ядро (внутрішня резидентна частина операційної системи)
distributed computing – розподілена система ЕОМ
increment operator – оператор інкрементування
type checking – перевірка печаті
namespace – прості імен
cast – перетворення типів
Boolean type – логічний тип
stream – потік
3. Grammatical notes
Модель "Let us + інфінітив" звичайно перекладається формою першої особи множини наказового способу або майбутнього часу дійсного способу:
Let us observe, furthermore, that the hypothesis receives support as well from the results shown in Table 7. Зауважимо, крім того, що ця гіпотеза підтверджується також результатами, наведеними у таблиці 7.
4. Excercises
Exercise 1
Прочитайте й перекладіть текст.
Exercise 2
Перескажіть текст.
Exercise 3
Перекладіть англійською
1. Мова програмування С+ + виникла з мови С та спочатку мала назву «С з класами».
2. С+ + став дуже популярним серед програмістів.
3. Автором С+ + є Бьєрн Страуструп, який розпочав роботу над нею коли писав свою дисертацію.
4. По мірі розвитку С+ + розвивалась також її стандартна бібліотека.
5. Ця мова програмування займає важливе місце серед інших і використовується при створенні професійних програм.
Exercise 4
Складіть декілька прикладів використання правила, яке наводиться у розділі Grammatical notes.
Lesson 6.6
1. Text Object-oriented programming
Object-oriented programming (OOP) is a programming paradigm that uses "objects" – data structures consisting of datafields and methods together with their interactions – to design applications and computer programs. Programming techniques may include features such as information hiding, data abstraction, encapsulation, modularity, polymorphism, and inheritance. It was not commonly used in mainstream software application development until the early 1990s. Many modern programming languages now support OOP.
An object is actually a discrete bundle of functions and procedures, all relating to a particular real-world concept such as a bank account holder or hockey player in a computer game. Other pieces of software can access the object only by calling its functions and procedures that have been allowed to be called by outsiders. Isolating objects in this way makes their software easy to manage and keep track of.
For example, the hockey player’s functions might include one to reveal the player’s current position on the field, and another to instruct the player to pass the puck. The account holder’s functions might include one to reveal the current balance or to draw out a sum.
Object-oriented programming has roots that can be traced to the 1960s. As hardware and software became increasingly complex, quality was often compromised. Researchers studied ways to maintain software quality and developed object-oriented programming in part to address common problems by strongly emphasizing discrete, reusable units of programming logic. The methodology focuses on data rather than processes, with programs composed of self-sufficient modules (objects) each containing all the information needed to manipulate its own data structure. This is in contrast to the existing modular programming which had been dominant for many years that focused on the function of a module, rather than specifically the data, but equally provided for code reuse, and self-sufficient reusable units of programming logic, enabling collaboration through the use of linked modules (subroutines). This more conventional approach, which still persists, tends to consider data and behavior separately.
An object-oriented program may thus be viewed as a collection of interacting objects, as opposed to the conventional model, in which a program is seen as a list of tasks (subroutines) to perform. In OOP, each object is capable of receiving messages, processing data, and sending messages to other objects and can be viewed as an independent 'machine' with a distinct role or responsibility. The actions (or "operators") on these objects are closely associated with the object. For example, the data structures tend to 'carry their own operators around with them' (or at least "inherit" them from a similar object or class).
The Simula programming language was the first to introduce the concepts underlying object-oriented programming (objects, classes, subclasses, virtual methods, coroutines, and discrete event simulation) as a superset of Algol. Simula also used automatic garbage collection which had been invented earlier for the functional programming language Lisp. Simula was used for physical modeling, such as models to study and improve the movement of ships and their content through cargo ports. Smalltalk was the first programming language to be called "object-oriented".
