There's a local university that uses this method to cool their musical performance space, which causes it to be comfortably cold but without the noise of AC.
I don't think this works with 2019 or later Intel Macbooks, but as far as I know the most recent relevant information and drivers are here: https://github.com/roadrunner2/macbook12-spi-driver. In my own experience, it's the trackpad, keyboard, and built-in speakers that don't work, but everything else seemed to be fine (2015 macbook).
Edit: this driver got the keyboard and trackpad to work, but the microphone, speakers, and webcam did not work. I also needed to downgrade to an older kernel (4.14) to get storage to work. All external things worked fine even through a hub, and the headphone jack also worked fine.
I write contemporary classical music, and am applying to some highly-regarded conservatories (I enter college this year). I've made it past the prescreens and done all the interviews, so now it's just a matter of waiting and seeing what happens!
I was confused as to how the researchers created a black hole in a lab, which I hadn't heard of being done before. As far as I can tell, an "analog" black hole is different from a normal black hole in that it doesn't use gravity and only works on acoustic waves or electromagnetic waves, depending on the type [1]. That said I don't really get what's going on.
I'd be curious if someone who actually knows what they're talking about could try to clarify how the researchers have a black hole here.
EDIT: There's a link[2] to another article at the bottom that describes how the researchers are simulating a black hole. My bad for not catching this earlier.
This is pretty nice! Something interesting to note is that it seems to use Shepard tones[1] or something similar so that the scale can be played continuously while still staying in range.
This covers most Classical theory in a pretty clear way, it’s cheesy but does a good job. We used this more than the textbook in a music theory class. Jazz and contemporary theory gets a little more fun, but this is a really good place to start.
I have an app, metro.drone [1], on the App and Google Play stores that I created with LÖVE2D. While I haven’t seen many other examples, I’ve seen a lot more cross-platform game engines than UI-explicit engines, many of which have (at least limited) GUI capability. I’m relatively new to programming so part of what attracted me to LÖVE2D instead of something else was the simplicity and modularity; LÖVE2D-compatible packages existed for exactly what I needed with metro.drone. I’ve come to the broad conclusion that it’s more about choosing the right ecosystem for a project than the right ui toolkit; I was originally going to use Elm but it didn’t have a good synth library.
I should again recap that I’m a novice programmer, so this should be considered more a description of my thought process than advice. :)
I'm a hobbyist and I've been looking into these kinds of projects for a while. From my (limited) experience, the easiest way to go for a lot of cases is just to use a cross-platform game engine's UI capabilities, but there's some other interesting not-well-known stuff like HaxeUI and LambdaNative.
Not exactly the same, but melodicas (and accordions I think) have smaller keyboards than standard pianos... I feel like if smaller keyboards were going to take off for people with small hands, they probably already would have by now(...?)