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Hi, I'm Carrie Anne, and welcome to CrashCourse Computer Science!
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(。・∀・)ノ゙嗨,我是 Carrie Anne,欢迎收看计算机科学速成课!
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We've talked a lot about inputs and outputs in this series,
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我们之前讨论过 输入输出 \N 但都是计算机组件互相输入输出
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but they've mostly been between different parts of a computer
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我们之前讨论过 输入输出 \N 但都是计算机组件互相输入输出
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like outputting data from RAM or inputting instructions to a CPU.
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比如 RAM 输出数据,或输指令进 CPU
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We haven't discussed much about inputs coming from humans.
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我们还没讲 来自人类的输入
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We also haven't learned how people get information out of a computer,
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也没讲怎么从电脑中拿出信息,除了用打孔纸卡
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other than by printing or punching it onto paper.
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也没讲怎么从电脑中拿出信息,除了用打孔纸卡
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Of course, there's a wide variety of input and output devices that
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当然,有很多种 "输入输出设备" \N 让我们和计算机交互
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allow us users to communicate with computers.
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当然,有很多种 "输入输出设备" \N 让我们和计算机交互
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They provide an interface between human and computer.
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它们在人类和机器间提供了界面
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And today, there's a whole field of study called Human-Computer Interaction.
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如今有整个学科专门研究这个,叫 "人机交互"
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These interfaces are so fundamental to the user experience
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界面对用户体验非常重要 \N 所以是我们接下来几集的重点
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that they're the focus of the next few episodes.
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界面对用户体验非常重要 \N 所以是我们接下来几集的重点
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As we discussed at the very beginning of the series,
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在系列开头的几集,我们提过
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the earliest mechanical and electro-mechanical computing devices
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早期机械计算设备 \N 用齿轮,旋钮和开关等机械结构来输入输出
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used physical controls for inputs and outputs, like gears, knobs and switches,
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早期机械计算设备 \N 用齿轮,旋钮和开关等机械结构来输入输出
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and this was pretty much the extent of the human interface.
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这些就是交互界面
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Even the first electronic computers, like Colossus and ENIAC,
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甚至早期电子计算机 比如 Colossus 和 ENIAC
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were configured using huge panels of mechanical controls and patch wires.
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也是用一大堆机械面板和线 来操作
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It could take weeks to enter in a single program, let alone run it,
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输入一个程序可能要几星期,还没提运行时间.
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and to get data out after running a program, results were most often printed to paper.
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运行完毕后想拿出数据,一般是打印到纸上
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Paper printers were so useful
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打印机超有用
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that even Babbage designed one for his Difference Engine,
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甚至 查尔斯·巴贝奇 都给差分机专门设计了一个
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and that was in the 1820s!
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那可是 1820 年代!
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However, by the 1950s, mechanical inputs were rendered obsolete
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然而,到 1950 年代,机械输入完全消失
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by programs and data stored entirely on mediums like punch cards and magnetic tape.
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因为出现了打孔纸卡和磁带
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Paper printouts were still used for the final output,
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但输出仍然是打印到纸上
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and huge banks of indicator lights were developed
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还有大量指示灯,在运行中提供实时反馈
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to provide real time feedback while the program was in progress.
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还有大量指示灯,在运行中提供实时反馈
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It's important to recognize that computer input of this era was
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那个时代的特点是 尽可能迁就机器 \N 对人类好不好用是其次
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designed to be as simple and robust as possible for computers.
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那个时代的特点是 尽可能迁就机器 \N 对人类好不好用是其次
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Ease and understanding for users was a secondary concern.
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那个时代的特点是 尽可能迁就机器 \N 对人类好不好用是其次
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Punch tape is a great example
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打孔纸带就是个好例子
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this was explicitly designed to be easy for computers to read.
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就是为了方便计算机读取
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The continuous nature of tape made it easy to handle mechanically,
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纸带是连续的,方便机器处理
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and the holes could be reliably detected with a mechanical or optical system,
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纸孔可以方便地 用机械或光学手段识别
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which encoded instructions and data.
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纸孔可以编码程序和数据
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But of course, humans don't think in terms of little punched holes on strips of paper.
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当然, 人类不是以纸孔方式思考的.
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So, the burden was on programmers.
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所以负担放到了程序员身上
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They had to spend the extra time and effort to convert their ideas and programs
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他们要花额外时间和精力 \N 转成计算机能理解的格式
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into a language and a format that was easy for computers of the era to understand
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他们要花额外时间和精力 \N 转成计算机能理解的格式
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often with the help of additional staff and auxiliary devices.
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一般需要额外人员和设备帮忙
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It's also important to note that early computers, basically pre-1950,
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要注意的是,基本上 1950 年前的早期计算机 \N "输入"的概念很原始
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had an extremely simple notion of human input.
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要注意的是,基本上 1950 年前的早期计算机 \N "输入"的概念很原始
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Yes, humans input programs and data into computers,
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是的,的确是人类负责输入程序和数据 \N 但计算机不会交互式回应
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but these machines generally didn't respond interactively to humans.
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是的,的确是人类负责输入程序和数据 \N 但计算机不会交互式回应
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Once a program was started, it typically ran until it was finished.
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程序开始运行后会一直运行 直到结束
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That's because these machines were way too expensive to be
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因为机器太贵了 \N 不能等人类慢慢敲命令和给数据
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waiting around for humans to type a command or enter data.
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因为机器太贵了 \N 不能等人类慢慢敲命令和给数据
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Any input needed for a computation was fed in at the same time as the program.
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要同时放入程序和数据
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This started to change in the late 1950s.
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这在 1950 年代晚期开始发生变化
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On one hand, smaller-scale computers started to become cheap enough
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一方面,小型计算机变得足够便宜
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that it was feasible to have a human-in-the loop;
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让人类来回和计算机交互 变得可以接受
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that is, a back and forth between human and computer.
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交互式就是人和计算机之间来回沟通
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And on the other hand,
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而另一方面
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big fancy computers became fast and sophisticated enough to support many programs and users at once,
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大型计算机变得更快,能同时支持多个程序和多个用户
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what were called multitasking and time-sharing systems .
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这叫"多任务"和"分时系统"
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But these computers needed a way to get input from users.
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但交互式操作时 \N 计算机需要某种方法来获得用户输入
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For this, computers borrowed the ubiquitous data entry mechanism of the era: keyboards.
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所以借用了当时已经存在的数据录入机制:键盘
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At this point, typing machines had already been in use for a few centuries,
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当时,打字机已经存在几个世纪了
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but it was Christopher Latham Sholes, who invented the modern typewriter in 1868.
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但现代打字机是 \N克里斯托弗·莱瑟姆·肖尔斯 在 1868 年发明的
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It took until 1874 to refine the design and manufacture it,
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虽然到 1874 年才完成设计和制造
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but it went on to be a commercial success.
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但之后取得了商业成功
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Sholes' typewriter adopted an unusual keyboard layout that you know well QWERTY
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肖尔斯 的打字机用了不寻常的布局,QWERTY
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named for the top-left row of letter keys.
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名字来自键盘左上角按键
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There has been a lot of speculation as to why this design was used.
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为什么这么设计 有很多猜测
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The most prevalent theory is that it put common letter pairings in English far apart
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最流行的理论是 这样设计是为了 \N 把常见字母放得远一些,避免按键卡住
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to reduce the likelihood of typebars jamming when entered in sequence.
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最流行的理论是 这样设计是为了 \N 把常见字母放得远一些,避免按键卡住
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It's a convenient explanation, but it's also probably false,
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这个解释虽然省事,但可能是错的,或至少不够全面
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or at least not the full story.
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这个解释虽然省事,但可能是错的,或至少不够全面
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In fact, QWERTY puts many common letter pairs together,
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事实上,QWERTY 把很多常见字母放在了一起 \N 比如 TH 和 ER
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like "TH" and "ER".
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事实上,QWERTY 把很多常见字母放在了一起 \N 比如 TH 和 ER
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And we know that Sholes and his team went through many iterations
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我们知道 肖尔斯和他的团队设计了很多版 \N 才进化到这个布局
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before arriving at this iconic arrangement.
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我们知道 肖尔斯和他的团队设计了很多版 \N 才进化到这个布局
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Regardless of the reason, the commercial success of Sholes' typewriter meant
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总之,肖尔斯 的打字机取得了成功 \N 所以其它公司很快开始抄他的设计
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the competitor companies that soon followed duplicated his design.
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总之,肖尔斯 的打字机取得了成功 \N 所以其它公司很快开始抄他的设计
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Many alternative keyboard layouts have been proposed over the last century,
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过去一个世纪有不少新的键盘布局被发明,宣称各种好处
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claiming various benefits.
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过去一个世纪有不少新的键盘布局被发明,宣称各种好处
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But, once people had invested the time to learn QWERTY,
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但人们已经熟悉了 QWERTY 布局 \N 根本不想学新布局
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they just didn't want to learn something new.
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但人们已经熟悉了 QWERTY 布局 \N 根本不想学新布局
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This is what economists would call a switching barrier or switching cost.
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这是经济学家所说的 转换成本
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And it's for this very basic human reason
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所以现在都快1个半世纪了 \N 我们还在用 QWERTY 键盘布局
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that we still use QWERTY keyboards almost a century and a half later!
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所以现在都快1个半世纪了 \N 我们还在用 QWERTY 键盘布局
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I should mention that QWERTY isn't universal.
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我应该提一下,QWERTY 不是通用的
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There are many international variants,
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有很多变体,比如法国 AZERTY 布局
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like the French AZERTY layout,
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有很多变体,比如法国 AZERTY 布局
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or the QWERTZ layout common in central Europe.
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以及中欧常见的 QWERTZ 布局
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Interestingly, Sholes didn't envision that typing would ever be faster than handwriting,
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有趣的是,肖尔斯 根本没想到打字会比手写快
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which is around 20 words per minute.
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手写速度大约是每分钟 20 个
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Typewriters were introduced chiefly for legibility and standardization of documents, not speed.
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打字机主要为了易读性和标准化,而不是速度
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However, as they became standard equipment in offices, the desire for speedy typing grew,
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然而随着打字机成为办公室标配 \N 对快速打字的渴望越来越大
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and there were two big advances that unlocked typing's true potential.
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有两个重大进步 解放了打字的潜力
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Around 1880, Elizabeth Longley, a teacher at the Cincinnati Shorthand and Type-Writer Institute,
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1880年左右,辛辛那提速记学院 \N 一名叫 伊丽莎白·朗利 的老师
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started to promote ten-finger typing.
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开始推广 十指打字
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This required much less finger movement than hunt-and-peck,
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比一个手指打字要移动的距离短得多,所以速度更快
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so it offered enhanced typing speeds.
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比一个手指打字要移动的距离短得多,所以速度更快
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Then, a few years later, Frank Edward McGurrin, a federal court clerk in Salt Lake City,
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几年后,弗兰克·爱德华·麦克格林 \N 盐湖城的一位联邦法庭书记
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taught himself to touch-type; as in, he didn't need to look at the keys while typing.
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学会了盲打,打字时不用看键盘
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In 1888, McGurrin won a highly publicized typing-speed contest,
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1888年,麦格高林 赢了备受关注的打字速度比赛
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after which ten-finger, touch-typing began to catch on.
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之后"十指盲打"开始流行
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Professional typists were soon able to achieve speeds upwards of 100 words per minute,
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专业打字员 每分钟 100 字以上
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much faster than handwriting!
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比手写快多了!而且清晰又整洁!
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And nice and neat too!
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比手写快多了!而且清晰又整洁!
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So, humans are pretty good with typewriters,
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虽然人类擅长用打字机
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but we can't just plunk down a typewriter in front of a computer and have it type
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但我们没法把打字机塞到计算机面前,让它打字
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they have no fingers!
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计算机又没有手指
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Instead, early computers adapted a special type of typewriter that was used for telegraphs,
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所以早期计算机用了一种特殊打字机,是专门用来发电报的,
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called a teletype machine.
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叫 电传打字机
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These were electromechanically-augmented typewriters
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这些打字机是强化过的,可以用电报线发送和接收文本
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that can send and receive text over telegraph lines.
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这些打字机是强化过的,可以用电报线发送和接收文本
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Pressing a letter on one teletype keyboard would cause a signal to be sent,
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按一个字母,信号会通过电报线,发到另一端
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over telegraph wires, to a teletype machine on the other end,
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按一个字母,信号会通过电报线,发到另一端
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which would then electromechanically type that letter.
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另一端的电传打字机会打出来
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This allowed two humans to type to one another over long distances.
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使得两人可以长距离沟通
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basically a steampunk version of a chat room.
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基本是个蒸汽朋克版聊天室
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Since these teletype machines already had an electronic interface,
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因为电传打字机有电子接口,稍作修改就能用于计算机
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they were easily adapted for computer use,
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因为电传打字机有电子接口,稍作修改就能用于计算机
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and teletype computer interfaces were common in the 1960s and 70s.
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电传交互界面在 1960~1970 很常见
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Interaction was pretty straightforward.
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用起来很简单
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Users would type a command, hit enter, and then the computer would type back.
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输入一个命令,按回车,然后计算机会输回来
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This text "conversation" between a user and a computer went back and forth.
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用户和计算机来回"对话"
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These were called command line interfaces,
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这叫"命令行界面"
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and they remained the most prevalent form of human-computer interaction
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它是最主要的人机交互方式,一直到 1980 年代
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up until around the 1980s.
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它是最主要的人机交互方式,一直到 1980 年代
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Command Line interaction on a teletype machine looks something like this.
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用电传打字机的命令行交互 类似这样:
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A user can type any number of possible commands.
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用户可以输入各种命令
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Let's check out a few,
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我们来看几个命令,先看当前目录有什么文件
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beginning with seeing all of the files in the current directory we're in.
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我们来看几个命令,先看当前目录有什么文件
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For this, we would type the command, "ls", which is short for list,
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输入命令 ls,名字来自 list 的缩写
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and the computer replies with a list of the files in our current directory.
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然后计算机会列出 当前目录里的所有文件
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If we want to see what's in our "secretStarTrekDiscoveryCast.txt.txt file",
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如果想看 secretStarTrekDiscoveryCast.txt 有什么
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we use yet another command to display the contents.
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要用另一个命令 显示文件内容
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In unix, we can call "cat" - short for concatenate.
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unix 用 cat 命令显示文件内容 \N cat 是连接(concatenate)的缩写
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We need to specify which file to display, so we include that after the command, called an argument.
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然后指定文件名,指定的方法是写在 cat 命令后面 \N 传给命令的值叫 参数
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If you're connected to a network with other users,
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如果同一个网络里有其他人
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you can use a primitive version of a Find My Friends app
|
||
你可以用 finger 命令找朋友 \N 就像是个很原始的"找朋友" App
|
||
|
||
to get more info on them with the command "finger".
|
||
你可以用 finger 命令找朋友 \N 就像是个很原始的"找朋友" App
|
||
|
||
Electromechanical teletype machines
|
||
电传打字机 直到1970年代左右都是主流交互方式
|
||
|
||
were the primary computing interface for most users up until around the 1970s.
|
||
电传打字机 直到1970年代左右都是主流交互方式
|
||
|
||
Although computer screens first emerged in the 1950s,
|
||
尽管屏幕最早出现在 1950 年代 \N 但对日常使用太贵 而且分辨率低
|
||
|
||
and were used for graphics they were too expensive and low resolution for everyday use.
|
||
尽管屏幕最早出现在 1950 年代 \N 但对日常使用太贵 而且分辨率低
|
||
|
||
However, mass production of televisions for the consumer market, and general improvements
|
||
然而因为针对普通消费者的电视机开始量产 \N 同时处理器与内存也在发展
|
||
|
||
in processors and memory, meant that by 1970, it was economically viable
|
||
到1970年代,屏幕代替电传打字机 变得可行
|
||
|
||
to replace electromechanical teletype machines with screen-based equivalents.
|
||
到1970年代,屏幕代替电传打字机 变得可行
|
||
|
||
But rather than build a whole new standard to interface computers with these screens,
|
||
但与其为屏幕 专门做全新的标准
|
||
|
||
engineers simply recycled the existing text-only, teletype protocol.
|
||
工程师直接用现有的 电传打字机协议
|
||
|
||
These machines used a screen, which simulated endless paper.
|
||
屏幕就像无限长度的纸 \N 除了输入和输出字,没有其它东西
|
||
|
||
It was text in and text out, nothing more.
|
||
屏幕就像无限长度的纸 \N 除了输入和输出字,没有其它东西
|
||
|
||
The protocol was identical, so computers couldn't even tell if it was paper or a screen.
|
||
协议是一样的,所以计算机分不出是纸还是屏幕
|
||
|
||
These virtual teletype or glass teletype machines became known as terminals .
|
||
这些"虚拟电传打字机"或"玻璃电传打字机"\N 叫 终端
|
||
|
||
By 1971, it was estimated, in the United States,
|
||
到1971年,美国大约有 7 万台电传打字机 \N 以及 7 万个终端
|
||
|
||
there was something on the order of 70,000 electro-mechanical teletype machines
|
||
到1971年,美国大约有 7 万台电传打字机 \N 以及 7 万个终端
|
||
|
||
and 70,000 screen-based terminals in use.
|
||
到1971年,美国大约有 7 万台电传打字机 \N 以及 7 万个终端
|
||
|
||
Screens were so much better, faster and more flexible, though.
|
||
屏幕又好又快又灵活
|
||
|
||
Like, you could delete a mistake and it would disappear.
|
||
如果删一个错别字 会立刻消失
|
||
|
||
So, by the end of the 1970s, screens were standard.
|
||
所以到 1970 年代末 屏幕成了标配
|
||
|
||
You might think that command line interfaces are way too primitive to do anything interesting.
|
||
你也许会想,命令行界面太原始了 \N 做不了什么有意思的事
|
||
|
||
But even when the only interaction was through text, programmers found a way to make it fun.
|
||
即便只有文字 \N 程序员也找到了一些方法,让它变得有趣一些
|
||
|
||
Early interactive, text-based computer games include famous titles like Zork,
|
||
早期的著名交互式文字游戏 Zork
|
||
|
||
created in 1977.
|
||
出现于 1977 年
|
||
|
||
Players of these sorts of early games were expected to engage their limitless imaginations
|
||
早期游戏玩家需要丰富的想象力
|
||
|
||
as they visualized the fictional world around them, like what terrifying monster confronted them
|
||
想像自己身在虚构世界,比如"四周漆黑一片
|
||
|
||
when it was pitch black and you were likely to be eaten by a grue.
|
||
附近可能有怪物会吃掉你"
|
||
|
||
Let's go back to our command line, now on a fancy screen-based terminal, and play!
|
||
我们用命令行玩玩看
|
||
|
||
Just like before, we can see what's in our current directory with the "ls" command.
|
||
就像之前,我们可以用 ls 命令,看当前目录有什么
|
||
|
||
Then, let's go into our games directory by using the "cd" command, for " change directory ".
|
||
然后用 cd 命令,进入游戏文件夹 \N cd 的意思是 "改变文件夹"
|
||
|
||
Now, we can use our "ls" command again to see what games are installed on our computer.
|
||
再用 ls 看有哪些游戏
|
||
|
||
Sweet, we have Adventure!
|
||
超棒!我们有"冒险旅程"!(adventure)
|
||
|
||
All we have to do to run this program is type its name.
|
||
想运行这个程序,只需要输入它的名字
|
||
|
||
Until this application halts, or we quit it, it takes over the command line.
|
||
在程序自行停止或我们主动退出前 \N 它会接管命令行
|
||
|
||
What you're seeing here is actual interaction from "Colossal Cave Adventure",
|
||
你现在看到的,是"巨大洞穴冒险"这款游戏的真实输出
|
||
|
||
first developed by Will Crowther in 1976.
|
||
由 Will Crowther 在 1976 年开发
|
||
|
||
In the game, players can type in one- or two-word commands to move around,
|
||
游戏中,玩家可以输入1个词或2个词的命令 \N 来移动人物,和其他东西交互,捡物品等
|
||
|
||
interact with objects, pickup items and so on.
|
||
游戏中,玩家可以输入1个词或2个词的命令 \N 来移动人物,和其他东西交互,捡物品等
|
||
|
||
The program acts as the narrator, describing locations, possible actions,
|
||
然后游戏会像旁白一样,输出你的当前位置, \N 告诉你能做什么动作,以及你的动作造成的结果
|
||
|
||
and the results of those actions.
|
||
然后游戏会像旁白一样,输出你的当前位置, \N 告诉你能做什么动作,以及你的动作造成的结果
|
||
|
||
Certain ones resulted in death!
|
||
有些动作会导致死亡!
|
||
|
||
The original version only had 66 locations to explore,
|
||
原始版本只有 66 个地方可供探索
|
||
|
||
but it's widely considered to be the first example of interactive fiction.
|
||
但它被广泛认为是最早的互动式小说
|
||
|
||
These text adventure games later became multiplayer, called MUDs or Multi-User Dungeons.
|
||
游戏后来从纯文字进化成多人游戏 \N 简称 MUD,或多人地牢游戏
|
||
|
||
And they're the great-forbearers of the awesome graphical MMORPG's
|
||
是如今 MMORPG 的前辈 \N (大型多人在线角色扮演游戏)
|
||
|
||
(massive, multiplayer online role playing games) we enjoy today.
|
||
是如今 MMORPG 的前辈 \N (大型多人在线角色扮演游戏)
|
||
|
||
And if you want to know more about the history of these and other games
|
||
如果你想了解游戏史,我们有游戏速成课 \N 主持人 Andre Meadows
|
||
|
||
we've got a whole series on it hosted by Andre Meadows!
|
||
如果你想了解游戏史,我们有游戏速成课 \N 主持人 Andre Meadows
|
||
|
||
Command line interfaces, while simple, are very powerful.
|
||
命令行界面虽然简单 但十分强大
|
||
|
||
Computer programming is still very much a written task, and as such,
|
||
编程大部分依然是打字活 \N 所以用命令行比较自然
|
||
|
||
command lines are a natural interface.
|
||
编程大部分依然是打字活 \N 所以用命令行比较自然
|
||
|
||
For this reason, even today, most programmers use
|
||
因此,即使是现在 \N 大多数程序员工作中依然用命令行界面
|
||
|
||
command line interfaces as part of their work.
|
||
因此,即使是现在 \N 大多数程序员工作中依然用命令行界面
|
||
|
||
And they're also the most common way to access computers that are far away,
|
||
而且用命令行访问远程计算机 是最常见的方式 \N 比如服务器在另一个国家
|
||
|
||
like a server in a different country.
|
||
而且用命令行访问远程计算机 是最常见的方式 \N 比如服务器在另一个国家
|
||
|
||
If you're running Windows, macOS or Linux,
|
||
如果你用 Windows, macOS, Linux
|
||
|
||
your computer has a command line interface one you may have never used.
|
||
你的计算机有命令行界面,但你可能从来没用过
|
||
|
||
Check it out by typing "cmd" in your Windows search bar,
|
||
你可以在 Windows 搜索栏中输入 cmd
|
||
|
||
or search for Terminal on Mac.
|
||
或在 Mac 上搜 Terminal
|
||
|
||
Then install a copy of Zork and play on!
|
||
然后你可以装 Zork 玩!
|
||
|
||
So, you can see how these early advancements still have an impact on computing today.
|
||
现在你知道了 \N 早期计算机的发展是如何影响到现在的.
|
||
|
||
Just imagine if your phone didn't have a good ol' fashioned QWERTY keyboard.
|
||
想想要是手机没有 QWERTY 键盘 \N 在 Instagram 给图片配标题可就麻烦了
|
||
|
||
It could take forever to type your Instagram captions.
|
||
想想要是手机没有 QWERTY 键盘 \N 在 Instagram 给图片配标题可就麻烦了
|
||
|
||
But, there's still something missing from our discussion.
|
||
但我们还有一个重要话题没讲
|
||
|
||
All the sweet sweet graphics!
|
||
美妙的图形界面!
|
||
|
||
That's our topic for next week.
|
||
这是下周的主题
|
||
|
||
See you soon.
|
||
下周见
|
||
|