跟讀練習: What are Design Patterns? | Introduction to Design Patterns and Principles | Geekific - 通過影片學習英語口語

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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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本課的詞彙與口語要點

這節 C1 級別的口語課以影片“What are Design Patterns?”為素材。 影片中反覆出現的詞有:pattern, object, design, steak, chef。 這段影片共有 11 個句子、1284 個單詞可供跟讀。 講話部分時長為 7:17。 說話人語速自然,每分鐘約 176 個詞,接近日常對話。 85% 的單詞屬於英語最常用的 3,000 詞,其餘的詞建議在練習前先學一下。 全部 11 個句子中有 7 個是問句,適合練習疑問語調和簡短回答。

影片中的重點詞彙

影片中最難的 15 個單詞,附發音和釋義:

單詞發音釋義
steak 名詞/steɪk/牛排
template 名詞/ˈtɛm.plɪt/模板, 型板
attribute 名詞/ˈæt.ɹɪˌbjut/屬性 /屬性
overload 動詞/ˌəʊvəˈləʊd/超載 /超載
schema 名詞/ˈskiːmə/圖式 /圖式
skyrocket 動詞/ˈskaɪˌɹɒk.ɪt/飛漲 /飛漲, 平步青雲 /平步青雲
inherit 動詞/ɪnˈhɛɹɪt/繼承 /繼承, 繼承
programmer 名詞/ˈpɹoʊɡɹæmɚ/程式設計師 /程式設計師, 程式員 /程式員
undo 動詞/ʌnˈduː/復原 /復原, 重做
geek 名詞/ɡiːk/極客 /極客, 宅男
functionality 名詞功能, 功能性
null 名詞/nʌl/空值
minimize 動詞/ˈmɪn.ɪˌmaɪz/最小化
inheritance 名詞/ɪnˈhɛɹɪtəns/繼承 /繼承
consume 動詞/kənˈsum/耗費 /耗費, 消耗

影片中出現的短語動詞

單詞發音釋義
go ahead 動詞/ˌɡoʊ əˈhɛd/請便 /請便
show up 動詞露面
speed up 動詞/spiːdˈʌp/加速, 加快

影片中的語法

說話人最常用的結構,並附上影片中的原話:

結構影片中的用法
條件句 if + 從句,will/would + 動詞 — 條件及其結果if I were in your shoes I'd pick
被動語態 be + 過去分詞 — 強調發生了什麼,而不是誰做的will be answered · is closed · were split
現在完成時 have/has + 過去分詞 — 過去發生但與現在仍有關聯的事have heard · have followed · have faced
定語從句 who / which + 從句 — 補充說明人或事物extension which means · patterns which were · thousands which will

需要注意的發音

說話人用了 8 次縮略和弱讀形式,例如 don't, I'd, isn't。請按聽到的簡短形式來說。

  • “sh” 和 “zh” 音: aggregation /æɡɹəˈɡeɪʃən/, instantiate /ɪnˈstænʃieɪt/, modification /ˌmɑdɪfɪˈkeɪʃən/
  • 長單詞——注意重音位置: behavioral /bɪˈheɪvjəɹəl/, aggregation /æɡɹəˈɡeɪʃən/, modification /ˌmɑdɪfɪˈkeɪʃən/, inheritance /ɪnˈhɛɹɪtəns/, architectural /ˌɑɹkɪˈtɛkt͡ʃəɹəl/

中文母語者容易讀錯的音:

  • /v/ — 不要讀成 /w/,上齒輕觸下唇: behavioral /bɪˈheɪvjəɹəl/, overload /ˌəʊvəˈləʊd/, vegan /ˈviːɡən/
  • 詞尾子音 — 要讀清楚,後面不要加母音: steak /steɪk/, template /ˈtɛm.plɪt/, attribute /ˈæt.ɹɪˌbjut/, overload /ˌəʊvəˈləʊd/, formalize /ˈfɔɹ.məlaɪːz/
  • /r/ 和 /l/ 的區別: behavioral /bɪˈheɪvjəɹəl/, formalize /ˈfɔɹ.məlaɪːz/, architectural /ˌɑɹkɪˈtɛkt͡ʃəɹəl/

如何用這段影片練習

  1. 先完整聽一遍影片,不要開口,記下不認識的單詞。
  2. 先用 0.75 倍速逐句跟讀,熟練之後再回到正常速度。
  3. 錄下自己的聲音並與原聲對比,特別注意 steak, template, attribute 這類單詞。

什麼是跟讀法?

跟讀法 (Shadowing) 是一種有科學依據的語言學習技巧,最初開發用於專業口譯員的培訓,並由多語言者Alexander Arguelles博士普及。這個方法簡單而強大:您在聽英語母語原聲的同時立即大聲重複——就像是一個延遲1-2秒緊跟說話者的影子。與被動聽力或語法練習不同,跟讀法強迫您的大腦和口腔肌肉同時處理並模模擬實的講話模式。研究表明它能顯著提高發音準確性,語調,節奏,連讀,聽力理解和口語流利度——使其成為雅思口語備考和真實英語交流最有效的方法之一。

影子跟讀法: 閱讀完整分步指南 →