[sdiy] Anadigm...

Noah Vawter nvawter at media.mit.edu
Thu Feb 24 18:10:41 CET 2011


yep.  i've found temperature and vibration to be the most evil things  
that they never warned us about in eng. school.  Especially changing  
temperature that affects one half of the system behind the other half,  
and cold solder joints which act as complex RF filters...  and while  
I'm thinking of it, dynamic capacitance resulting from moving  
electronic devices from place to place...

and who really wants to think about those after all...  but the moment  
you start loading, unloading, and transporting electronic equipment  
around in the cold (or hot), and holding upside-down and sideways,  
things start to add up, intermittent failures emerge, nuts start  
unraveling, tears start flowing, swords are drawn, hari-kari  
committed, entire civilizations crumble and next thing you know God  
won't even get out of bed in the morning, Persephone doesn't even  
bother leaving Hades anymore, and the universe decays into a pseudo- 
carbonic lump of pitiful and powdery destitution.  Even entropy can't  
be arsed to complete its inevitable destiny like a banana that  
apathetic fruit flies would rather starve than consume.

That's kind of what I thought when I saw this project (on hackaday  
today): This guy built a 2-player dodgeball videogame with sound fx  
using 23 (Is there a way to use caps lock on numbers?) 555 timers:  http://kaput.retroarchive.org/555game/ 
   Imagine the weird artifacts if you attacked it with freeze spray  
and a heat gun?  You could build a whole 'nother game on top of  
that.  ;)



On Feb 24, 2011, at 4:04 AM, Olivier Gillet wrote:
> You can't replace the
> lessons learned from hours of testing: rare bugs, UI things, creative
> moments when you want to do something and you are shocked you haven't
> planned a way to achieve it and feel the urge to fix the product to
> let you do it... It takes weeks of field testing and/or experience
> with several similar past projects to figure how some things should be
> done, even if, in the end, they materialize only a dozen lines of
> code... The devil is in the details after all. Which makes me believe
> that if you want to ship a synth in 12 months, you need to have it
> almost right in 2 or 3 months.
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