All language subtitles for 001 The Observer Pattern_en

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian Download
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:04,250 --> 00:00:09,590 So let's talk about one of the most commonly used design patterns with the most commonly talked about, 2 00:00:09,590 --> 00:00:15,500 which is the observer persona, and we're going to start with a motivating example from the game world. 3 00:00:15,530 --> 00:00:19,130 So imagine that in my game I have a rampage mode. 4 00:00:19,130 --> 00:00:23,430 I get some sort of power up and I become invincible and scary to enemies. 5 00:00:23,450 --> 00:00:26,690 So usually enemies will try to attack me. 6 00:00:26,720 --> 00:00:33,140 However, if I get a rampage power up, I become invincible, and as a result, enemies should try to 7 00:00:33,140 --> 00:00:33,910 run away now. 8 00:00:33,920 --> 00:00:35,930 But a few other things happen in the game as well. 9 00:00:35,960 --> 00:00:38,750 Apart from that, that's not the only behavior that people see. 10 00:00:38,750 --> 00:00:44,870 They will also see that their health component should stop registering damage and that the UI should 11 00:00:44,870 --> 00:00:48,800 be tinted red or some other kind of UI update an indicator. 12 00:00:48,810 --> 00:00:52,160 So the situation we've got is a lot of dependencies. 13 00:00:52,160 --> 00:00:56,540 We've got a rampage mode component of some sort, which gets enabled. 14 00:00:56,540 --> 00:00:59,720 When we only pick up that power up, it kind of detects the power up. 15 00:00:59,720 --> 00:01:02,840 Somehow, let's just assume that that bit is sorted out. 16 00:01:02,870 --> 00:01:06,380 We've got the Rampage mode, has to talk to a whole bunch of enemies. 17 00:01:06,380 --> 00:01:11,100 It has to call a method on the enemies to say, Hey, you should be scared of me right now. 18 00:01:11,120 --> 00:01:17,900 So in a naive example, this might do a find objective type, find all the enemy eyes and call a method 19 00:01:17,900 --> 00:01:20,060 on them saying run away something like that. 20 00:01:20,120 --> 00:01:24,270 Now this is obviously creating a dependency between Rampage and the enemy air. 21 00:01:24,330 --> 00:01:28,070 It's made rampage dependent and coupled to the enemy A.I.. 22 00:01:28,100 --> 00:01:32,420 And also, if we carry on with this naive train of thought, if we have a rampage UI, it has to go 23 00:01:32,420 --> 00:01:39,830 and say, Hey, get the UI and update it to the UI that we're in rampage mode and draw the red tint 24 00:01:39,830 --> 00:01:43,550 and go to the hell component and say, Hey, enable invulnerability. 25 00:01:43,700 --> 00:01:45,620 So it's got all of these dependencies. 26 00:01:45,620 --> 00:01:46,310 All of a sudden. 27 00:01:46,310 --> 00:01:51,960 It knows a lot about all of these different classes, which is not an ideal situation to be in. 28 00:01:51,980 --> 00:01:57,590 What we want to do is essentially flip this around because this would take it from having one class 29 00:01:57,590 --> 00:02:02,780 with a dependency on lots of classes to a lot of classes having a dependency on one class, which is 30 00:02:02,780 --> 00:02:05,530 a much better place to be in in this case. 31 00:02:05,550 --> 00:02:08,810 And one naive way of doing this is in update. 32 00:02:08,810 --> 00:02:15,650 So the Rampage UI could every update check with their players rampage components and say, Are you rampaging? 33 00:02:15,660 --> 00:02:18,380 And if so, I should draw the Rampage UI. 34 00:02:18,480 --> 00:02:23,180 The same would go with the health component could check its rampage, and it could enable its invulnerability 35 00:02:23,180 --> 00:02:27,410 and the all of the enemies could run that update methods to check that as well. 36 00:02:27,440 --> 00:02:34,540 Now this has an efficiency problem because updates will be run every frame and rampage might be something 37 00:02:34,550 --> 00:02:37,460 an event that happens once or twice in the whole course of the game. 38 00:02:37,460 --> 00:02:45,020 So this is an okay strategy, but not ideal, and it's also not great from the point of view of understanding 39 00:02:45,020 --> 00:02:45,500 the code. 40 00:02:45,560 --> 00:02:47,810 So what could we do instead? 41 00:02:47,930 --> 00:02:50,000 So that's where the observer pattern comes in. 42 00:02:50,030 --> 00:02:56,960 Now I'm going to use this graphic, which is a UML diagram taken from Wikipedia, because I think it's 43 00:02:56,960 --> 00:03:01,970 time that we start to understand these kinds of diagrams where you'll see them all over the place where 44 00:03:01,970 --> 00:03:05,080 ever design or programming patterns are discussed. 45 00:03:05,090 --> 00:03:07,340 So we're going to try and understand what this means. 46 00:03:07,370 --> 00:03:13,400 So the key things in the observer pattern are the observer class, which is this thing over here and 47 00:03:13,400 --> 00:03:15,830 the subject, which is something over here. 48 00:03:15,860 --> 00:03:18,110 The subject is the thing that we are observing. 49 00:03:18,110 --> 00:03:20,600 The observer is the thing doing the observing. 50 00:03:20,600 --> 00:03:24,640 In our example, the subject here would be the rampage component. 51 00:03:24,650 --> 00:03:27,980 The observers would be a number of different classes. 52 00:03:27,980 --> 00:03:32,250 They would be the enemy class, the Rampage UI class and the health class. 53 00:03:32,270 --> 00:03:33,660 So what's going on here? 54 00:03:33,680 --> 00:03:40,460 Basically, the observer has an update method, which basically is saying something has changed. 55 00:03:40,520 --> 00:03:44,240 For example, Rampage has started, Rampage has stopped. 56 00:03:44,240 --> 00:03:46,390 That would be our update method on the observer. 57 00:03:46,400 --> 00:03:48,080 And then you can see what we've got here. 58 00:03:48,080 --> 00:03:52,220 This arrow, this empty white arrow is indicating inheritance. 59 00:03:52,310 --> 00:03:54,740 So we've got a concrete observer, a concrete observer. 60 00:03:54,740 --> 00:03:57,590 B, in our example, this would be an enemy. 61 00:03:57,600 --> 00:04:00,380 This would be a health component and the rampage. 62 00:04:00,440 --> 00:04:03,580 Why each of these implements the update method. 63 00:04:03,590 --> 00:04:07,640 So each of them would have Rampage enabled Rampage disabled on them. 64 00:04:07,640 --> 00:04:14,180 And you can then have a situation where they register themselves for notifications so you can see the 65 00:04:14,180 --> 00:04:19,149 subject here has a register, observer, unregister observer and notify observers. 66 00:04:19,160 --> 00:04:25,310 So what would happen is the health component, which would call register observer on the rampage components. 67 00:04:25,310 --> 00:04:31,610 The enemies would do the same and then when the rampage actually starts the subject, in which case 68 00:04:31,640 --> 00:04:36,290 the rampage component would notify all of the observers it essentially runs through. 69 00:04:36,290 --> 00:04:41,240 As you can see this little snippet of code here notify observers would go and do a fully over all of 70 00:04:41,240 --> 00:04:44,200 the registered observers and call their update method. 71 00:04:44,210 --> 00:04:50,600 So this is obviously not exclusive to rampaging and is a very common pattern to want to use when in 72 00:04:50,600 --> 00:04:56,600 a situation where you have a one to many kind of communication, where you have one class, the subject 73 00:04:56,600 --> 00:05:01,670 that wants to send a message to lots of different observers and doesn't particularly care who those 74 00:05:01,670 --> 00:05:03,680 observers are, we don't want to know. 75 00:05:03,810 --> 00:05:08,400 Who needs to update is the response to this is just a fire and forget kind of situation now there's 76 00:05:08,400 --> 00:05:09,930 a lot of ways for us to do this. 77 00:05:09,930 --> 00:05:14,850 This the kind of classic way is to implement all these methods, but there's a lot of better ways for 78 00:05:14,850 --> 00:05:16,680 us to do this in unity and C-sharp. 79 00:05:16,680 --> 00:05:19,290 So we're going to look at some of those methods in the next lecture. 80 00:05:19,300 --> 00:05:25,890 But for now, let's have a quick little challenge about this pattern and think about the principles 81 00:05:25,890 --> 00:05:28,230 that this pattern is trying to improve. 82 00:05:28,260 --> 00:05:31,830 So take a look back at the commandments from the last section. 83 00:05:31,830 --> 00:05:37,350 And which does this particular pattern implement post video and have a little ponder? 84 00:05:40,710 --> 00:05:41,580 Okay, welcome back. 85 00:05:41,610 --> 00:05:46,440 So what I think this implements is not super clear, necessarily straight off the bat, but this is 86 00:05:46,440 --> 00:05:47,730 about loose coupling. 87 00:05:47,730 --> 00:05:54,420 Primarily, we had a situation in the first naive implementation of Rampage, where Rampage was unnecessarily 88 00:05:54,420 --> 00:06:00,000 coupled to a whole lot of components, which is undesirable because any of those components changing 89 00:06:00,000 --> 00:06:02,580 would cause a change in rampage. 90 00:06:02,610 --> 00:06:08,010 So what you're doing is you're reducing the coupling essentially by changing the direction of those 91 00:06:08,010 --> 00:06:12,820 dependencies, and that's why we like to use things like the observer pattern. 92 00:06:12,840 --> 00:06:14,730 Okay, so that's the observer pattern. 93 00:06:14,730 --> 00:06:15,360 In a nutshell. 94 00:06:15,360 --> 00:06:21,510 In the next decade, we're going to look at how we can actually implement it using various unity methods. 10072

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.