A name for a type of words that are popular at some given time, get people's attention, but they're meaningless, and are often used in marketing:
a buzzword
When electricity touches you, we say you get:
shocked/electrocuted
to have a monopoly __ sth
ON
Talk about something you run the risk of doing
An idiomatic expression we use when we say someone is trying to improve an idea that was perfected a long time ago, or thinks they invented sth that has actually existed for a long time:
to (be trying to) reinvent the wheel
When we see someone willingly doing something risky, we can say they are doing what?
sth is visible __ the picture
IN
What's the difference between "had to" and "must have"?
"Must have" = deduction about past mystery or unclear memory
A phrase we use to describe an idea that was too advanced for the times, too forward-thinking:
sth was ahead of its time
A compound adjective (2 words) we use to describe someone who often gets into accidents:
to be accident-prone
X is compatible __ Y
WITH
What's the difference between "should have" and "was supposed to"?
"Should have" = realised a past mistake
"Was supposed to" = an instruction/expectation in the past
When a design or idea becomes popular, we see it often, it's no longer unique or unusual, we say it became:
mainstream
When we see a dangerous situation that hasn't happened yet, but can happen at any moment, we call it:
an accident waiting to happen
to discourage someobe __ doing sth
FROM
Take this pair of actions (cause and effect) and create a mixed conditional:
"We build fewer skyscrapers" --> "our cities not be so hot now"
If we had built fewer skyscrapers, our cities wouldn't be so hot now.
An idiomatic expression that means "access a resource", for example: this product "accessed" a need people had for convenience:
to tap into sth
An idiomatic expression that means "something is everywhere, you can't avoid interacting with it":
you can't throw a rock without hitting X
to affect __ sth
-
Take this pair of actions (cause and effect) and run it through 3 unreal conditionals:
"We have more cycle paths" --> "it's easier to get around the city."
1: If we have more cycle paths, it will be easier to get around the city.
2: If we had more cycle paths, it would be easier to get around the city.
3: If we had had more cycle paths, it would have been easier to get around the city.