Que Es Un Power Jumper

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Edel Dieringer

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Jul 14, 2024, 2:52:36 PM7/14/24
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David Rice is the first and only character to shown using this power in his teenage years. Later books shown that his wife Millie and daughter Millicent have also gained the ability to Jump, although this is likely due to them being close to David.

Jumpers have existed for many centuries, dating as far back as the middle ages. Most who have the ability begin to show signs of this at the age of five, and most Jumpers don't make it to adulthood as the Paladins, a mysterious organization, kept hunting them down and killing them believing that "only God should have these powers". A few Jumpers, however, have managed to stay alive and fight back, tracking down and eliminating Paladins. Griffin O'Connor is an example of one of these kinds of Jumpers.

que es un power jumper


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This war between Jumpers and the Paladins has been going on for centuries and has only gotten worse as the Paladins have built high tech equipment and weapons that they use to track down and kill Jumpers.

Jumpers ability to teleport involves warping the space around them to create wormholes from one location to another called Jumpscars. This ability can cause Jumpers to psionically warp the space around themselves in highly emotional states, like seizures, which causes objects around them to move and shake from a distance. Jumpers can easily teleport their clothes and carried objects such as bags or backpacks with them. They can also teleport other people with them as long as they are in physical contact. This can be used to take their friends or loved ones with them or to fight and disorient an opponent by placing them in bad situations like locked rooms and isolated or high locations.

Jumpers can also teleport large objects with them as long as they are moving (such as a car). They cannot teleport things such as buildings because the intense strain of moving that much stationary mass through space normally kills them. In this way, the limiting factor to jumping seems to be momentum. Objects already in motion contain a certain amount of kinetic energy that assists in the act of Jumping. An already moving object even one as large as a double-decker bus is much easier to Jump for this reason. David Rice is the only Jumper who managed to jump an entire apartment and everyone within it at once and even then the effort severely taxed him to the point of nearly killing him. Jumpers are capable of collecting the momentum of their jumps by teleporting multiple times towards a specific target in quick succession to unleash an intense burst of force capable of breaking down concrete walls.

The distance and number of times a Jumper can teleport doesn't seem to have a limit. They can jump anywhere from a few feet to the other side of the world as many times as they want on a daily basis without any noticeable strain. They do however need to be able to visualize where they are going to Jump. This can be made easier by having photographs of the desired location or by the Jumper being familiar with the location they wish to teleport to but they cannot Jump to a place they have never been. Familiar locations are much easier to Jump to if the Jumper is rushed or disoriented.

Jumpers are vulnerable to electricity. When in contact with it, they can't teleport, as it interferes with their nervous system and pulls them back whenever they try to Jump. It also causes great pain and injures them more every time they try to teleport. The paladins noticed this and fashioned their stick weapons to deliver shocks on contact and to shoot electrical wires at the jumpers.

Often these wires are then anchored to a wall or floor. This is the other Jumper weakness. Since they Jump objects that they are in physical contact with them, an object such as a wire or net wrapped around them and anchored to a large non-moving object, like a building, will trap them.

The range of a Jumper's ability to teleport can be hampered by the use of a sonic device that limits teleporting to the surrounding area. The device also carries a tracking device, meaning if a Jumper is in possession of it, their location can be traced.

When a Jumper teleports they open their own personal wormhole from one place to another called a Jumpscar. They are tears in the fabric of space and time. They will stay in the air like smoke from a pipe lasting for several seconds until closing. Jumpscars will shred anyone or anything that touches them directly.

Only a Jumper can step through another Jumpers Jumpscar and follow them. This is why Paladins do not use any conventional weapons such as firearms around Jumpers. They have invented a Powerstick which can shoot a wire through a Jumpscar to snag an escaping Jumper and pull him or her back to their previous location. Paladins also possess a large device which can reopen a recently formed Jumpscar to follow the Jumper that made it but this device is too big and awkward to be carried easily while pursuing the very mobile Jumpers.

Each Jump can be different depending on the mood and determination of the Jumper. When attempted while mad, sad, or in a rush a Jump can cause extreme damage to the environment causing cracks in walls and ceilings and even destruction of nearby objects while smooth jumps happen when the Jumper is in a calm state of mind.

What I believe is the official Arduino schematic for the (Sparkfun) Pro Mini shows a power isolation jumper which if opened lets you power the Vcc pin directly without any current flowing back through the regulator to ground, and it also isolates the power LED. I ordered my first 3.3V 8MHz Pro Mini, and it seems to work fine, but alas, no power isolation jumper. I didn't realize I had to check for that.

I'm going to run the processor directly on an unregulated 18650, and the jumper would have been convenient to have. As it is, I'll have to desolder or cut the output pin of the regulator, as well as the power LED or its resistor in order to minimize power loss. The device will be in deep sleep most of the time, but there's no power switch. The schematic for the regulator shows a resistor divider from the output to ground, which provides feedback for the regulator. So clearly I need to prevent that flow from taking place. And of course we can't be having no stinking power LED.

For low power or battery operation of the Pro Mini or clones, I just remove the regulator and the LED resistor, with a short swipe of a hot solder pencil tip. Takes about 5 seconds. Then it can be powered through Vcc with any voltage above 1.8V (although 16 MHz operation generally requires at least 4.0V).

The Arduino Pro Mini was designed, manufactured, and sold by SparkFun. They were sold in the Arduino Store for a while (just as Arduino sells Paul Stoffregen's Teensy boards in the Arduino Store now), but these were still Sparkfun boards, with the SparkFun logo on them:

So the SparkFun Pro Mini schematic is the official schematic.

It was pretty easy to remove the regulator and the power LED's resistor. But this is a one-way modification, so there's no practical way of going back. The good thing about the jumper is that you don't have to remove any parts, and can restore the solder blob to restore the regulator and power LED if you wanted to do that for some reason.

So now the Atmega does the power-down sleep at something under 0.5 uA. Actually, I don't have a digital meter that goes that low, but my trusty ancient analog meter has a 50uA scale, and the needle just barely moves. Youtube videos on this general subject show a power-down sleep current of 0.3 to 0.4 uA. That's provided you do all the things needed to minimize current during sleep.

Pro Mini clones cost only about $1 on eBay, and they always seem to work, so just buy several and modify them any way you like. Pick up a few of the 3.3V version while you are at it, as they eliminate the hassle of interfacing to 3.3V sensors.

I have about 5 different styles of Pro Mini derivatives. I just took a look and found that none of them have this jumper. It's a bit surprising to me. I'm very surprised that all these manufacturers took the time to develop their own designs, rather than just grabbing SparkFun's Eagle files. The only thing I can think is that there was something about SparkFun's design that made it more expensive or difficult to manufacture. While they were at the redesign, they went ahead and removed anything they thought was unnecessary.

I'm actually not a big fan of the SparkFun style of Pro Mini. I really like the Chinese ones that have all pins on grid and even manage to squeeze in an ICSP header! That's the only style I'll buy now.

pert:
. . .
I'm actually not a big fan of the SparkFun style of Pro Mini. I really like the Chinese ones that have all pins on grid and even manage to squeeze in an ICSP header! That's the only style I'll buy now.

I think you can find them a little cheaper on Aliexpress, but I've been burned too many times now by the horrible sellers on that site so I've decided I'd rather just pay a bit more on eBay and actually get my orders.

Unfortunately, this style of board doesn't seem to be quite so common as the other ones, and is not the cheapest option. I'm not sure why more sellers aren't using this one. It was even featured in a Hackaday article a while back talking about how great the design is.

The button is a little close to the ICSP through holes to fit a male header, but I only needed to trim the edge of the header plastic a little bit to fix that; only takes a few seconds. I actually usually don't bother with the male header for ICSP because I am normally incorporating these boards into finished projects where I rarely need to flash the firmware, so I just press my pogo ICSP adapter down on the holes when I do want to program them.

pert, what are the 10 pins on the left that aren't on the main DIP lines? I assume A4-A7 are there, but what else? I tend to breadboard everything, at least in the beginning, so the non-DIP-line holes aren't particularly useful.

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