シャドーイング練習: What are Design Patterns? | Introduction to Design Patterns and Principles | Geekific - 動画で英語スピーキングを学ぶ

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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!

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このレッスンの語彙とスピーキングのポイント

このC1レベルのスピーキングレッスンは、動画「What are Design Patterns?」を教材にしています。 繰り返し出てくる語は次のとおりです:pattern, object, design, steak, chef。 この動画には、シャドーイング用の文が11文、単語が1284語あります。 音声の長さは7:17です。 話す速さは1分あたり約176語で、日常会話に近い自然なペースです。 単語の85%は英語の頻出3,000語に含まれます。残りは練習の前に確認しておきましょう。 全11文のうち7文が疑問文なので、疑問文のイントネーションや短い受け答えの練習に向いています。

この動画の重要語彙

動画の中で特に難しい単語15語を、発音と意味つきで紹介します。

単語発音意味
steak 名詞/steɪk/ステーキ
template 名詞/ˈtɛm.plɪt/型板, 雛形
attribute 名詞/ˈæt.ɹɪˌbjut/性質
schema 名詞/ˈskiːmə/スキーマ
skyrocket 動詞/ˈskaɪˌɹɒk.ɪt/急騰する, 暴騰する
inherit 動詞/ɪnˈhɛɹɪt/受継ぐ
programmer 名詞/ˈpɹoʊɡɹæmɚ/プログラマー
undo 動詞/ʌnˈduː/戻す, 取り消す
geek 名詞/ɡiːk/マニア, オタク
functionality 名詞機能性
null 名詞/nʌl/無, 無価値
minimize 動詞/ˈmɪn.ɪˌmaɪz/最小化する
inheritance 名詞/ɪnˈhɛɹɪtəns/遺産
consume 動詞/kənˈsum/消費する, 消耗する
vegan 名詞/ˈviːɡən/ヴィーガン, ビーガン

動画に出てくる句動詞

単語発音意味
go ahead 動詞/ˌɡoʊ əˈhɛd/どうぞお先に
show up 動詞現れる
speed up 動詞/spiːdˈʌp/スピードを出す

この動画の文法

話し手がよく使っている文型を、動画の実際の表現とともに紹介します。

文型動画での表現
条件文 if + 節, will/would + 動詞 — 条件とその結果if I were in your shoes I'd pick
受動態 be + 過去分詞 — 誰がするかより、何が起きるかに焦点を当てるwill be answered · is closed · were split
現在完了形 have/has + 過去分詞 — 過去の出来事が今も関係しているhave heard · have followed · have faced
関係詞節 who / which + 節 — 人や物について情報を加えるextension which means · patterns which were · thousands which will

注意したい発音

話し手はdon't, I'd, isn'tなど、短縮形や弱形を8回使っています。聞こえたとおりの短い形で発音しましょう。

  • 「sh」と「zh」の音: aggregation /æɡɹəˈɡeɪʃən/, instantiate /ɪnˈstænʃieɪt/, modification /ˌmɑdɪfɪˈkeɪʃən/
  • 長い単語(アクセントの位置に注意): behavioral /bɪˈheɪvjəɹəl/, aggregation /æɡɹəˈɡeɪʃən/, modification /ˌmɑdɪfɪˈkeɪʃən/, inheritance /ɪnˈhɛɹɪtəns/, architectural /ˌɑɹkɪˈtɛkt͡ʃəɹəl/

日本語話者が苦手な音:

  • /r/ と /l/ の区別 — /l/ は舌先を歯茎につけ、/r/ はどこにもつけない: behavioral /bɪˈheɪvjəɹəl/, formalize /ˈfɔɹ.məlaɪːz/, architectural /ˌɑɹkɪˈtɛkt͡ʃəɹəl/
  • /v/ — /b/ にならないように、上の歯を下唇に当てる: behavioral /bɪˈheɪvjəɹəl/, overload /ˌəʊvəˈləʊd/, vegan /ˈviːɡən/
  • /f/ — 「フ」ではなく、上の歯と下唇で出す: specify /ˈspɛs.əˌfaɪ/, formalize /ˈfɔɹ.məlaɪːz/, modification /ˌmɑdɪfɪˈkeɪʃən/, flexibility /ˌflɛksɪˈbɪlɪti/

この動画での練習方法

  1. まず声を出さずに動画を最後まで聞き、知らない単語をメモします。
  2. まず0.75倍速で一文ずつシャドーイングし、慣れてきたら通常の速度に戻します。
  3. 自分の声を録音して元の音声と比べます。steak, template, attributeなどの単語に特に注意しましょう。

シャドーイングとは?英語上達に効果的な理由

シャドーイング(Shadowing)は、もともとプロの通訳者養成プログラムで開発された言語学習法で、多言語習得者として知られるDr. Alexander Arguelles によって広く普及されました。方法はシンプルですが非常に効果的:ネイティブスピーカーの英語を聞きながら、1〜2秒の遅延で声に出してすぐに繰り返す——まるで「影(shadow)」のように話者を追いかけます。文法ドリルや受動的なリスニングと異なり、シャドーイングは脳と口の筋肉が同時にリアルタイムで英語を処理・再現することを強制します。研究により、発音精度、抑揚、リズム、連音、リスニング力、そして会話の流暢さが大幅に向上することが確認されています。IELTSスピーキング対策や自然な英語コミュニケーションを目指す方に特におすすめです。

シャドーイングのやり方: ステップ別の完全ガイドを読む →