XIII. Are you baffled by computer language? Choose A, B, C or D. (Only one choice is correct) 


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XIII. Are you baffled by computer language? Choose A, B, C or D. (Only one choice is correct)



1. cursor, n — A: coarse speaker. B: indicator.

C: moneychanger. D: technician.

2. network, n — A: TV channel. B: digital design.

C: system of computers. D: filter.

3. download, v — A: to copy. B: scramble.

C: erase. D: belittle.

4. virus, n — A: flaw. B: poison.

C: fatigue. D: infection.

5. browser is software that allows you to

A: explore the Internet. B: eavesdrop.

C: send a fax. D: save a file.

6. cracker, n — A: fanatic. B: intruder.

C: burglar. D: expert.

7. hit, n — A: accident. B: stumbling block.

C: unit of measurement. D: visit.

8. authenticate, v — A: to fade. B: complicate.

C: confirm. D: test.

9. emoticon, n — A: robot. B: radiation.

C: trick. D: illustration.

10. boot, v — A: to fail gradually. B: enlarge.

C: adjust. D: start up.

11. server, n — A: central computer. B: speed control.

C: power supply. D: trouble-shooter.

12. modem, n — A: digital code. B: keyboard.

C: visual display. D: connecting device.

13. glitch, n — A: flash. B: excitement.

C: error. D: stroke of luck.

14. compress, v — A: to shrink. B: understand.

C: fix. D: soften.

15. pixel, n — A: picture element. B: programming oddity.

C: brief blur. D: long delay.

16. link, n — A: missing piece. B: space station.

C: related site. D: warning signal.

17. scanner — machine that

A: reproduces images. B: translates files.

C: searches a document. D: adds color.

18. log on, v — A: to pile. B: gain access.

C: waste time. D: stretch.

19. shareware, n — A: hand-me-down clothing. B: free hardware.

C: relic. D: trial software.

20. gigabyte, n — A: sudden shutdown. B: unit of storage.

C: wide gap. D: high pressure.

XIV. Are you up to giving a right explanation?

It's a sort of a game, the game that develops student's abilities to express themselves. In some ways it helps students to plunge into English.

One of the students, a volunteer, is invited to take place at the teacher's table. He is facing the class and mustn't turn back and look at the blackboard. The other student with the rest of the company picks secretly out one of the statements given in this book and writes it on the blackboard.

Now the volunteer after getting some information from his colleagues tries to restore the statement.

The information concerns:

• the number of words;

• the main idea of the statement, if possible;

• the meaning of each word of the statement. It is strictly prohibited to use the words written on the blackboard, but it is quite well to use synonyms and antonyms.

It's extremely desirable that everybody takes part in this game.

TEXT 14

THE FIRST HACKERS

(1) The first “hackers” were students at the Massachusetts Institute of Technology (MIT) who belonged to the TMRC (Tech ModelRailroad Club). Some of the members really built model trains. But many were more interested in the wires and circuits underneath the track platform. Spending hours at TMRC creating better circuitry was called “a mere hack.” Those members who were interested in creating innovative, stylistic, and technically clever circuits called themselves (with pride ) hackers.

(2) During the spring of 1959, a new course was offered at MIT, a freshman programming class. Soon the hackers of the railroad club were spending days, hours, and nights hacking away at their computer, an IBM 704. Instead of creating a better circuit, their hack became creating faster, more efficient program — with the least number of lines of code. Eventually they formed a group and created the first set of hacker’s rules, called the Hacker’s Ethic.

(3) Steven Levy, in his book Hackers, presented the rules:

Rule 1: Access to computers — and anything, which might teach you, somethingabout the way the world works — should be unlimited and total.

Rule 2: All information should be free.

Rule 3: Mistrust authority — promote decentralization.

Rule 4: Hackers should be judged by their hacking, not bogus criteria such as degrees, race, or position.

Rule 5: You can create art and beauty on a computer.

Rule 6: Computers can change your life for the better.

(4) These rules made programming at MIT’s Artificial Intelligence Laboratory a challenging, all encompassing endeavor. Just for theexhilaration of programming, students in the AI Lab would write anew program to perform even the smallest tasks. The program would be made available to others who would try to perform the same task with fewer instructions. The act of making the computer work more elegantly was, to a bonafide hacker, awe-inspiring.

(5) Hackers were given free reign on the computer by two AI Labprofessors, “Uncle” John McCarthy and Marvin Minsky, who realized that hacking created new insights. Over the years, the AILab created many innovations: LIFE, a game about survival; LISP, a new kind of programming language; the first computer chess game; The CAVE, the first computer adventure; and SPACEWAR, the first video game.

EXERCISES

I Define the main idea of the text:

1. The rules to be referred to.

2. The Tech Model Railroad Club.

3. The Hacker’s Ethic.

4. Hackers: the beginning.



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