Software development


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Lesson 27. Software development

Software development


New word

Definition

software

The programs used to direct the operation of a computer, as well as documentation giving instructions on how to use them.

variable

Capable of being varied or changed(adj.), something that may or does vary or change, a variable feature or factor.

instruction

The act or practise of instructing or teaching: education.

remove

To move from a place or position; take away or off.

value

The worth of something in terms of the amount of other things for which it can be exchanged or in terms of some medium of exchange.

constant

Not changing or varying; continuing without pause or letup.

APPENDIX 1: GLOSSARY

Task 1. Discuss the function of the following computer devices using the verbs MAKE and CAUSE and translate the given sentences

Task 1. Discuss the function of the following computer devices using the verbs MAKE and CAUSE and translate the given sentences

1. The CPU makes the whole computer system operate.

2. The mouth makes the cursor move on the screen and point out a certain document on display.

3. If you press ‘Move’ button it makes the robot move in the desired direction

4. If you scroll the mouse it makes the paper move upward or downward.

5. If you press ‘Print’ button it causes the printer the document.


APPENDIX 2 LANGUAGE. Causative verbs

APPENDIX 3: Speaking.

APPENDIX 3: Speaking.

Task 1. Work in small groups. Have you ever seen any programming code? Would you like to be good at programming?

Task 2. Work in pairs. Look at the section of code and the explanations and answer these questions.

a. Find an example of a constant in the code.

b. What do you think the value of x is, after the third instruction?

a’ is a variable. A variable is something that can change its value (which can be a number). The opposite is a constant: a constant can’t change its value. For example, here the number ‘3’ is always ‘3’ but ‘a’ can have any value an instruction gives it: it can be 1, 2, 3 or any other number. This instruction gives it the value ‘3’, which it keeps until another instruction changes it. Variables can have any name, and sometims variable names are quite long. For example, ‘g_Turn’ is a variable name

APPENDIX 4: LISTENING

Task 1. Listen to the fist part of a conversation between two programmers talking about this code, which controls a robot using a mobile phone. Number the variables in the order they are explained.

Task 2. Complete these sentences. Then listen again and check your answers.

Task 2. Complete these sentences. Then listen again and check your answers.

1.If g_Move has the value 0, the robot _______ .

2.If g_Turn has the value 0, the robot _______ .

3.If you press ‘x’ on the phone, key_Press has the value _______ .

Task 3. Listen again and label these illustrations with the keys that correspond to each direction.

APPENDIX 5: Grammar exercise. Work in pairs. Use the language material and make up your own sentences using MAKE and CAUSE

APPENDIX 5: Grammar exercise. Work in pairs. Use the language material and make up your own sentences using MAKE and CAUSE

1. _____________________________________________________________

2. _____________________________________________________________

3. _____________________________________________________________

4. _____________________________________________________________

5. _____________________________________________________________

6. _____________________________________________________________

APPENDIX 6: HOME TASK

Work in pairs. Look at the meanings of these progamming instructions. Take turns to ask and answer questions about how each of the instructions controls information. Use make and cause.

Cout: sends out information to the screen

Cin: takes input from the keyboard

Rename: changes a filename

Exit: stops a program

Time: returns the number of seconds since midnight on 1 January 1970

Remove: deletes a file

A : Which instruction makes the computer show something on the screen?

B: “Cout”.


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