Shadowing Practice: What are Design Patterns? | Introduction to Design Patterns and Principles | Geekific - Learn English Speaking with Video

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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!

Uygulamayı İndir

Akıcı konuşmak için ihtiyacınız olan her şey

AI TelaffuzHer cümleyi puanla
IPA AlıştırmasıHer sesi ustalaştır
Kelime BilgisiKelime bankanızı oluşturun
Kelime OyunuOynarken öğrenin
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Video Öner

Bu dersin kelimeleri ve konuşma notları

Bu C1 seviyesindeki konuşma dersi “What are Design Patterns?” videosuna dayanıyor. En çok tekrarlanan kelimeler: pattern, object, design, steak, chef. Bu videoda gölgeleme çalışması için 11 cümle ve 1284 kelime var. Konuşma bölümü 7:17 sürüyor. Konuşmacı dakikada yaklaşık 176 kelimeyle, günlük konuşmaya yakın doğal bir hızda konuşuyor. Kelimelerin %85’i İngilizcede en sık kullanılan 3.000 kelime arasında; geri kalanına başlamadan önce bakmakta fayda var. 11 cümlenin 7 tanesi soru; soru tonlaması ve kısa cevaplar için iyi bir alıştırma.

Bu videodaki önemli kelimeler

Videodaki en ileri düzey 14 kelime, telaffuzu ve anlamıyla:

KelimeTelaffuzAnlam
steak isim/steɪk/biftek
template isim/ˈtɛm.plɪt/şablon, kalıp
behavioral sıfat/bɪˈheɪvjəɹəl/davranışsal
overload fiil/ˌəʊvəˈləʊd/fazla doldurmak
schema isim/ˈskiːmə/şema
programmer isim/ˈpɹoʊɡɹæmɚ/programcı
undo fiil/ʌnˈduː/geri almak
minimize fiil/ˈmɪn.ɪˌmaɪz/azaltmak, cüceleştirmek
inheritance isim/ɪnˈhɛɹɪtəns/miras, bırakıt
consume fiil/kənˈsum/kullanmak, harcamak
vegan isim/ˈviːɡən/vegan
architectural sıfat/ˌɑɹkɪˈtɛkt͡ʃəɹəl/mimari
flexibility isim/ˌflɛksɪˈbɪlɪti/esneklik, elastikiyet
hint isim/hɪnt/ipucu

Duyacağınız deyimsel fiiller

KelimeTelaffuzAnlam
show up fiilortaya çıkmak
speed up fiil/spiːdˈʌp/hızlanmak, hızlandırmak

Bu videodaki dil bilgisi

Konuşmacının en çok kullandığı yapılar, videodaki sözcüklerin aynısıyla:

YapıVideoda
Koşul cümleleri if + cümle, will/would + fiil — bir koşul ve sonucuif I were in your shoes I'd pick
Edilgen yapı be + fiilin üçüncü hâli — kimin yaptığı değil, ne olduğu önemliwill be answered · is closed · were split
Present perfect have/has + fiilin üçüncü hâli — geçmişte olan ama şimdi de önemli olan bir eylemhave heard · have followed · have faced
İlgi cümlecikleri who / which + cümle — bir kişi ya da şey hakkında ek bilgiextension which means · patterns which were · thousands which will

Dikkat edilecek telaffuzlar

Konuşmacı don't, I'd, isn't gibi kısaltılmış biçimleri 8 kez kullanıyor. Bunları duyduğunuz gibi kısa söyleyin.

  • “sh” ve “zh” sesleri: aggregation /æɡɹəˈɡeɪʃən/, instantiate /ɪnˈstænʃieɪt/, modification /ˌmɑdɪfɪˈkeɪʃən/
  • Uzun kelimeler — vurguyu doğru yere koyun: behavioral /bɪˈheɪvjəɹəl/, aggregation /æɡɹəˈɡeɪʃən/, modification /ˌmɑdɪfɪˈkeɪʃən/, inheritance /ɪnˈhɛɹɪtəns/, architectural /ˌɑɹkɪˈtɛkt͡ʃəɹəl/

Türkçe konuşanların zorlandığı sesler:

  • Kelime başındaki ünsüz kümesi — araya ünlü eklemeyin: steak /steɪk/, specify /ˈspɛs.əˌfaɪ/, schema /ˈskiːmə/, skyrocket /ˈskaɪˌɹɒk.ɪt/, programmer /ˈpɹoʊɡɹæmɚ/
  • /æ/ — “e”den daha açık: attribute /ˈæt.ɹɪˌbjut/, aggregation /æɡɹəˈɡeɪʃən/, instantiate /ɪnˈstænʃieɪt/, magically /ˈmæd͡ʒ.ɪ.kli/, programmer /ˈpɹoʊɡɹæmɚ/

Bu videoyla nasıl çalışılır

  1. Videonun tamamını konuşmadan bir kez dinleyin ve bilmediğiniz kelimeleri not edin.
  2. 0,75× hızla başlayın, cümle cümle tekrar edin ve kolaylaşınca normal hıza dönün.
  3. Kendinizi kaydedin ve orijinaliyle karşılaştırın; steak, template, behavioral gibi kelimelere özellikle dikkat edin.

Gölgeleme Tekniği Nedir?

Gölgeleme, başlangıçta profesyonel tercüman eğitimi için geliştirilen ve çok dilli Dr. Alexander Arguelles tarafından popüler hale getirilen, bilim destekli bir dil öğrenme tekniğidir. Yöntem basit ama güçlüdür: ana dili İngilizce olan bir sesi dinler ve hemen yüksek sesle tekrar edersiniz — konuşmacıyı 1-2 saniye gecikmeyle takip eden bir gölge gibi. Pasif dinleme veya dilbilgisi alıştırmalarının aksine, gölgeleme beyninizi ve ağız kaslarınızı gerçek konuşma kalıplarını eşzamanlı olarak işlemeye ve yeniden üretmeye zorlar. Araştırmalar, telaffuz doğruluğu, tonlama, ritim, bağlı konuşma, dinleme anlama ve konuşma akıcılığını önemli ölçüde geliştirdiğini göstermektedir — bu da onu IELTS Konuşma hazırlığı ve gerçek dünya İngilizce iletişimi için en etkili yöntemlerden biri yapar.

Shadowing tekniği: adım adım eksiksiz rehberi okuyun →