• Deep-sea data links are limited to VLF radio, acoustic modems, fiber or copper tethers; no high-bandwidth wireless solution exists for 2 km depth, making untethered ROVs and remote mining impractical without surface power or long cables.

• ANTARES and KM3NeT undersea neutrino telescopes already stream multi-gigabit optical data from the abyss, hinting that future neutrino-based communication might one day bypass the tether problem.

• LibGen’s .org domain was lost after its registrant died; mirrors (gen.lib.rus.ec, bookfi.org, 95.31.43.252, I2P) keep the collection alive, but automated scrapers like PaperBot are currently broken.

• OpenWorm developers are porting NEURON and its nrnocmodl/nrnivmodl toolchain to headless embedded targets, aiming to run full C. elegans NeuroML2 simulations without X11 or GUI dependencies.

• A 2010 drop-based microfluidics paper demonstrated screening ~10^8 enzyme variants in 10 hours at one-millionth the cost of robotic systems, and participants proposed using living yeast or bacteria as self-replenishing reagent factories to further slash directed-evolution costs.

• Surface-display on yeast or E. coli membranes was advanced as a cheap, scalable alternative to phage or mRNA display for peptide and enzyme engineering, with spore-based vaccines cited as a precedent.

• Cell-free protein-synthesis systems (E. coli, wheat-germ, rabbit reticulocyte, human) were compared; they achieve 0.01 % misincorporation and can express 3.5 MDa proteins, making them attractive for rapid prototyping.

• A PNAS study showed directed evolution can create AAV variants 100× more infectious to the respiratory tract, underscoring how far viral tropism can be engineered beyond natural limits.

• An open-hardware 3-D-printed smartphone adapter enables rapid, high-quality retinal imaging (Journal of Mobile Technology in Medicine, 2015), offering a low-cost telemedicine tool for fundus photography.

• GPU vs CPU trade-offs were summarized: thousands of simple scalar cores deliver massive throughput on GPUs, while CPUs dedicate die area to branch prediction and out-of-order logic for serial performance.