[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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