Pratica di Shadowing: What are Design Patterns? | Introduction to Design Patterns and Principles | Geekific - Impara a parlare inglese con i video

Creazione lezione...
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What's up geeks and welcome to the channel! If you're in the computer science domain you definitely have heard of design patterns before or even used a few patterns in practice with or without your knowledge but really what are design patterns?
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why were they created in the first  place and who decided to create them?
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what is actually the main  purpose behind design patterns?
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all these questions and more will be answered  in this first video of our design pattern series to which later we will add more videos  detailing each pattern on its own.
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As always and to better understand  the concept at hand let's take a practical example and let's imagine a steak. You see I may have imagined a well done steak you may have imagined a medium done one someone else might have imagined a vegan steak, while ordering a steak at a restaurant,  each one of us orders it differently we don't all necessarily have to  order or eat our steak the same way and yet the cook that is preparing it, will take the same piece of  meat or soy in addition to the way or policy of how we like our steak and prepare a delicious meal a different one for each one of us using the same  piece of meat as a starting point To compare this to a computer program suppose  we have a Chef class with a prepare() method This method can take a WellDoneInstruction  object and in this prepare method the chef will know how to prepare a well-done steak but what about other ways of preparing a steak we will have to overload this method to take in  a MediumDoneInstruction and a VeganInstruction Okay now our chef knows how  to cook all the steaks we want Let's say this chef extended his knowledge and  now knows of five additional ways to cook a steak should we add five more methods? Well let me suggest something else, why not replace all these methods with a single  method that takes a steak cooking instruction and let all these classes inherit  this one what do you think?
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Isn't that a better design for our Chef class You see this way, our class is closed  for modification and open for extension which means that not only we won't  have to add any more methods nor even touch our Chef class in the future but in addition to this when a new instruction is needed all we have to do is extend the SteakCookingInstruction class  we created with this new instruction and the prepare method will  handle it automatically Now because of our design, this chef  apparently skyrocketed and decided to open a new branch for the restaurant So every time a new customer enters the restaurant the chef goes ahead and informs them  of the opening date and details for the new branch but do you think that is the best  approach to deal with such a scenario?
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Don't you think that instead of  waiting for people to come in the chef should have instead messaged  all his customers the details about the opening or even posted on social media and those interested would have showed up wouldn't his reach be far larger? In both previous scenarios the solutions I suggested hint at a specific pattern this pattern will not actually solve our problem and generate magically ready code for us but rather it will give us a description or template to follow a way of thinking  that will help us solve these problems like a series of formalized best practices, steps  that programmers have followed and used to solve common problems like the one we just encountered. Design Patterns best became known from the design patterns book by Erich Gamma, Richard  Helm, Ralph Johnson, and John Vlissides often referred to as the Gang of  Four book published in the mid 90s.
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Now, this book details 23 design patterns  which were split into three groups: Creational Patterns, Structural  Patterns, and Behavioral Patterns.
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Creational patterns deal  with the creation of objects Instead of you instantiating all  objects very specifically and explicitly they give you more flexibility  in how the objects are actually created Let's suppose that we have  a class with 10 attributes but not every time we create an object based on  this class we need to specify all 10 attributes sometimes you only need one, in other cases  three or two, and sometimes eight or nine, in such cases we are left with two  solutions and not quite the best out there: either to create a lot, like a lot, of  overloaded constructors for our class or create one constructor that takes  all arguments but then we will need to pass as null values the ones we don't  require upon creation of our objects Well, design patterns will tell  you wait, you have a third option follow the template provided  by the Builder Pattern, a template widely used and tested  by many developers out there Well if I were in your shoes  I'd pick this last option.
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Structural patterns deal with  how classes are actually designed with how things like inheritance  and composition and aggregation can be used to provide extra functionality Let's consider that in our application we are storing book objects and these books well there's too many of them, like in the hundred thousand books of a library, or the books in all of amazon online store, and for some reason we need to represent each book by an object You see in this case we will have a bunch of book objects that will share the same attributes and by bunch I mean in the thousands which will have the same author, the same amazon  physical storage location, same places it can be delivered to, same provider, etc. you got the idea and maybe the only attribute that will defer is the title itself and the price in some cases So why create for each book an object and consume all this amount of memory while at the same time if we follow the template specified by the Flyweight Pattern we will be able to minimize memory usage by sharing as much data as possible  between our similar objects You see that is what design  patterns are trying to do they are trying to provide us with a schema, a step-by-step definition or template to help us overcome development or architectural  problems that others have faced before us.
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Finally, Behavioral patterns are specifically  concerned with communication and assignment of responsibilities between  objects as the program is running The two examples we gave at the beginning  of our video can actually be solved using two different behavioral patterns one of them being the Strategy pattern Let's take a second example and  suppose we realized that the state of an object in our application will  be changed by a lot of other objects but we need to be able to undo the last change Well this can be done in many different ways and you are free to use any of them but there is a Memento design pattern that describes a simple proven approach. So to sum up, design patterns will speed up your development process by providing  tested and proven development models At first you may not notice that you require  the use of this pattern here or there or you may make use of it without even knowing but with time practice and hopefully with the help of our videos you will! So that's it for this video, I hope it was helpful, thank you guys for watching,  take care and I will see you in the next one!

Vocabolario e note di pronuncia per questa lezione

Questa lezione di conversazione di livello C1 si basa sul video “What are Design Patterns?”. Le parole che ritornano più spesso: pattern, object, design, steak, chef. Questo video contiene 11 frasi e 1284 parole da ripetere con lo shadowing. Il parlato dura 7:17. Chi parla ha un ritmo naturale di circa 176 parole al minuto, vicino a una conversazione quotidiana. Il 85% delle parole rientra nelle 3.000 più comuni dell’inglese; conviene studiare le altre prima di iniziare. 7 delle sue 11 frasi sono domande: un buon esercizio per l’intonazione interrogativa e le risposte brevi.

Vocaboli chiave di questo video

Le 15 parole più avanzate del video, con pronuncia e significato:

ParolaPronunciaSignificato
steak sostantivo/steɪk/bistecca
template sostantivo/ˈtɛm.plɪt/mascherina, sagoma
attribute sostantivo/ˈæt.ɹɪˌbjut/attributo, caratteristica
behavioral aggettivo/bɪˈheɪvjəɹəl/comportamentale
overload verbo/ˌəʊvəˈləʊd/sovraccaricare
specify verbo/ˈspɛs.əˌfaɪ/specificare
magically avverbio/ˈmæd͡ʒ.ɪ.kli/magicamente
skyrocket verbo/ˈskaɪˌɹɒk.ɪt/andare alle stelle, balzare alle stelle
inherit verbo/ɪnˈhɛɹɪt/ereditare
programmer sostantivo/ˈpɹoʊɡɹæmɚ/programmatore, programmatrice
undo verbo/ʌnˈduː/annullare, disfare
geek sostantivo/ɡiːk/maniaco
functionality sostantivofunzionalità
minimize verbo/ˈmɪn.ɪˌmaɪz/minimizzare
inheritance sostantivo/ɪnˈhɛɹɪtəns/eredità

I phrasal verb che sentirai

ParolaPronunciaSignificato
go ahead verbo/ˌɡoʊ əˈhɛd/procedere, andare avanti
speed up verbo/spiːdˈʌp/stringere i tempi

La grammatica di questo video

Le strutture che chi parla usa di più, con le parole esatte del video:

StrutturaNel video
Frasi condizionali if + frase, will/would + verbo — una condizione e il suo risultatoif I were in your shoes I'd pick
“Used to” used to + verbo — un’abitudine o uno stato passato che non è più veroused to solve
Forma passiva be + participio passato — conta ciò che accade, non chi lo fawill be answered · is closed · were split
Present perfect have/has + participio passato — un’azione passata che conta ancora adessohave heard · have followed · have faced

Pronuncia a cui fare attenzione

Chi parla usa 8 contrazioni e forme ridotte, come don't, I'd, isn't. Pronunciale nella forma breve, così come le senti.

  • I suoni “sh” e “zh”: aggregation /æɡɹəˈɡeɪʃən/, instantiate /ɪnˈstænʃieɪt/, modification /ˌmɑdɪfɪˈkeɪʃən/
  • Parole lunghe — attenzione all’accento: behavioral /bɪˈheɪvjəɹəl/, aggregation /æɡɹəˈɡeɪʃən/, modification /ˌmɑdɪfɪˈkeɪʃən/, inheritance /ɪnˈhɛɹɪtəns/, architectural /ˌɑɹkɪˈtɛkt͡ʃəɹəl/

I suoni difficili per chi parla italiano:

  • /h/ — va soffiata, non è muta: behavioral /bɪˈheɪvjəɹəl/, inherit /ɪnˈhɛɹɪt/, inheritance /ɪnˈhɛɹɪtəns/, hint /hɪnt/
  • Consonante finale — senza aggiungere una vocale dopo: steak /steɪk/, template /ˈtɛm.plɪt/, attribute /ˈæt.ɹɪˌbjut/, overload /ˌəʊvəˈləʊd/, formalize /ˈfɔɹ.məlaɪːz/
  • /æ/ — più aperta della “e”: attribute /ˈæt.ɹɪˌbjut/, aggregation /æɡɹəˈɡeɪʃən/, instantiate /ɪnˈstænʃieɪt/, magically /ˈmæd͡ʒ.ɪ.kli/, programmer /ˈpɹoʊɡɹæmɚ/

Come esercitarsi con questo video

  1. Ascolta tutto il video una volta senza parlare e annota le parole che non conosci.
  2. Inizia a velocità 0,75×, fai shadowing frase per frase e torna alla velocità normale quando diventa facile.
  3. Registrati e confronta con l’originale, facendo attenzione a parole come steak, template, attribute.

Cos'è la tecnica dello Shadowing?

Shadowing è una tecnica di apprendimento delle lingue supportata da studi scientifici, originariamente sviluppata per la formazione dei traduttori professionisti e resa popolare dal poliglotta Dr. Alexander Arguelles. Il metodo è semplice ma potente: ascolti un audio in inglese di madrelingua e lo ripeti immediatamente ad alta voce — come un'ombra che segue il parlante con un ritardo di solo 1–2 secondi. A differenza dell'ascolto passivo o degli esercizi di grammatica, lo shadowing costringe il tuo cervello e i muscoli della bocca a elaborare e riprodurre simultaneamente i modelli di discorso reale. La ricerca dimostra che migliora significativamente la precisione della pronuncia, l'intonazione, il ritmo, il discorso connesso, la comprensione dell'ascolto e la fluidità del parlato — rendendolo uno dei metodi più efficaci per la preparazione alla prova di speaking dell'IELTS e per la comunicazione reale in inglese.

Tecnica dello shadowing: leggi la guida completa passo dopo passo →