쉐도잉 연습: What are Design Patterns? | Introduction to Design Patterns and Principles | Geekific - 영상으로 영어 말하기 배우기

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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!

이 레슨의 어휘와 말하기 포인트

이 C1 수준 말하기 레슨은 영상 “What are Design Patterns?”을(를) 바탕으로 합니다. 가장 자주 반복되는 단어는 다음과 같습니다: pattern, object, design, steak, chef. 이 영상에는 섀도잉할 문장 11개와 단어 1284개가 있습니다. 말하는 구간의 길이는 7:17입니다. 화자는 분당 약 176단어로, 일상 대화에 가까운 자연스러운 속도로 말합니다. 단어의 85%가 영어에서 가장 많이 쓰이는 3,000단어에 속합니다. 나머지는 연습 전에 미리 확인해 두세요. 전체 11문장 중 7문장이 질문이어서 의문문 억양과 짧은 대답을 연습하기에 좋습니다.

이 영상의 핵심 어휘

영상에서 가장 어려운 단어 10개를 발음, 뜻과 함께 정리했습니다.

단어발음뜻
steak 명사/steɪk/스테이크
template 명사/ˈtɛm.plɪt/템플렛, 샘플
attribute 명사/ˈæt.ɹɪˌbjut/속성, 특질
schema 명사/ˈskiːmə/스키마
programmer 명사/ˈpɹoʊɡɹæmɚ/프로그래머
geek 명사/ɡiːk/마니아, 오타쿠
functionality 명사기능
minimize 동사/ˈmɪn.ɪˌmaɪz/최소화(最小化)하다
flexibility 명사/ˌflɛksɪˈbɪlɪti/유연성
hint 명사/hɪnt/힌트, 실마리

이 영상의 문법

화자가 가장 많이 쓰는 문형을 영상 속 실제 표현과 함께 정리했습니다.

문형영상 속 표현
조건문 if + 절, will/would + 동사 — 조건과 그 결과if I were in your shoes I'd pick
수동태 be + 과거분사 — 누가 하는지보다 무슨 일이 일어나는지에 초점will be answered · is closed · were split
현재완료 have/has + 과거분사 — 과거의 일이 지금도 관련이 있을 때have heard · have followed · have faced
관계절 who / which + 절 — 사람이나 사물에 대한 추가 정보extension which means · patterns which were · thousands which will

주의할 발음

화자는 don't, I'd, isn't 같은 축약형과 약화된 형태를 8번 사용합니다. 들리는 대로 짧게 발음하세요.

  • “sh”와 “zh” 소리: aggregation /æɡɹəˈɡeɪʃən/, instantiate /ɪnˈstænʃieɪt/, modification /ˌmɑdɪfɪˈkeɪʃən/
  • 긴 단어 — 강세 위치에 주의: behavioral /bɪˈheɪvjəɹəl/, aggregation /æɡɹəˈɡeɪʃən/, modification /ˌmɑdɪfɪˈkeɪʃən/, inheritance /ɪnˈhɛɹɪtəns/, architectural /ˌɑɹkɪˈtɛkt͡ʃəɹəl/

한국어 화자가 어려워하는 소리:

  • /f/ — ㅍ(/p/)으로 바꾸지 말고 윗니를 아랫입술에 대기: specify /ˈspɛs.əˌfaɪ/, formalize /ˈfɔɹ.məlaɪːz/, modification /ˌmɑdɪfɪˈkeɪʃən/, flexibility /ˌflɛksɪˈbɪlɪti/
  • /v/ — ㅂ(/b/)과 구별하기: behavioral /bɪˈheɪvjəɹəl/, overload /ˌəʊvəˈləʊd/, vegan /ˈviːɡən/
  • /z/ — ㅈ이 아니라 성대를 울리는 /s/: formalize /ˈfɔɹ.məlaɪːz/, minimize /ˈmɪn.ɪˌmaɪz/

이 영상으로 연습하는 방법

  1. 먼저 말하지 않고 영상을 끝까지 듣고 모르는 단어를 적어 둡니다.
  2. 0.75배속으로 한 문장씩 섀도잉을 시작하고, 익숙해지면 보통 속도로 돌아갑니다.
  3. 자신의 목소리를 녹음해 원본과 비교하고, steak, template, attribute 같은 단어에 특히 주의합니다.

쉐도잉이란? 영어 실력을 빠르게 키우는 과학적 방법

쉐도잉(Shadowing)은 원래 전문 통역사 훈련을 위해 개발된 언어 학습 기법으로, 다언어 학자인 Dr. Alexander Arguelles에 의해 대중화된 방법입니다. 핵심 원리는 간단하지만 매우 강력합니다: 원어민의 영어를 들으면서 1~2초의 짧은 지연으로 즉시 소리 내어 따라 말하는 것——마치 '그림자(shadow)'처럼 화자를 따라가는 것입니다. 문법 공부나 수동적인 청취와 달리, 쉐도잉은 뇌와 입 근육이 동시에 실시간으로 영어를 처리하고 재현하도록 훈련합니다. 연구에 따르면 이 방법은 발음 정확도, 억양, 리듬, 연음, 청취력, 말하기 유창성을 크게 향상시킵니다. IELTS 스피킹 준비와 자연스러운 영어 소통을 원하는 분들에게 특히 효과적입니다.

섀도잉 방법: 단계별 전체 가이드 읽기 →