Limit to number of neutrons in nucleus
What makes the number of neutrons the number of proton similar?
I have an ex who has posted nude photos of me online in the past, linked to my online social media, and posted my full name and where I live. I am concerned he may do so again once he finds out I'm now in a PhD program (he's very jealous of any success I have), and may link to my school bio page, or worse.   Revenge porn is illegal in my state, and the case against him is currently pending. I have also gotten the photos taken down with a DMCA letter (I hold the copyright over the photos in question). At this point, I am concerned with how a future attempt could affect my career.  I can handle the embarrassment now that I've been through it once, so if that's the biggest concern, I can deal. I just don't want to lose a career over it, given how small academia really is and how a reputation might follow one around.  My question is, if I don't change my name (I've considered this, assuming I can keep him from finding out) and my photos are circulated and discovered by faculty or students, how likely am I to be thrown out of my PhD program or later lose a job as an untenured prof? Is a name change worth it?   (If it makes any difference, they are essentially just topless portraits; I'm not engaged in any sexual activity or anything weird, and were taken 10 years ago when I was very young and foolish.) Is there the easiest way to toggle (show/hide) navigational grids in TikZ? In PSTricks, we can toggle the grids easily by showgrid=[false/true]. How to do it in TikZ? Doing as follows is tedious.    \documentclass{minimal} \usepackage{tikz}  \begin{document}   \tikzpicture  \draw[gray,very thin] (-4,-2) grid (4,2); \foreach \x in {-4,...,4}   \draw[red] (\x,-1.9) -- (\x,-2.1) node [below] {\x};   \foreach \y in {-2,...,2}   \draw[red] (-3.9,\y) -- (-4.1,\y) node [right] {\y};  \draw (0,0) circle (2);   \endtikzpicture    \end{document}   Is there the easiest way to toggle (show/hide) navigational grids in TikZ?  Edit  The navigation needs not only the grids but also the labeling numbers. opengl storing multiple indices into indices buffer After parsing collada files I found out that we have to load two(or more) indices each pointing to say a vertex or normal etc. like this (&lt;p>3 0 2 0 0 0&lt;/p>)  Is there a way to load (and use)these indices to indices buffer(ELEMENT_ARRAY_BUFFER) like this (vnvnvn...) ; where v is vertex pointer, n is normal pointer from the above. with vertices loaded to VBO1 like (vvvv...) and in VBO2 like (nnnn...). So that we dont have to repeat the normals in VBO2.  VBO like (vnvnvn...) is also ok. (and not something like this ), I'm not trying to use multiple indices buffer. I'm trying to put all the given indices into one index buffer and use them alternately.  (If I wasnt clear i will try for more clarification.) removing event listener My internal storage capacity is running low,  what can I do? Currently, my internal storage is running low on space.    What can I do besides moving applications to the external memory, as to free up more space, but preserve my current applications and avoid uninstalling?  (Some of them won't be moved) How do I execute a command-line program from C# and get back the STD OUT results? Specifically, I want to execute DIFF on two files that are programmatically selected and write the results to a text box. How do I go about tracking down IO usage in Linux and other *nix OS'? Occasionally, something on my system starts hammering the disk. I would like to log data that would let me know about I/O usage per process, then I could go back to it later and see what keeps doing this. How should I go about solving this problem? Bonus points for solving this for arbitrary block devices. Are there any tools in Blender that take irregular polygons and make them regular (approximate a circle)? I'm specifically looking for a solution that works with preexisting polygons. Also, it would be nice if it keeps the overall position after making it regular.    Irregular Polygons    Regular Polygons How to decide if an effect is magical for Magic Resistance? Some creatures have Magic Resistance:     The [...] has advantage on saving throws against spells and other magical effects.   We know from  that this works against Turn Undead, but does it work against Stunning Strike, Death Strike, Fey Presence, etc? How do we decide? Killing form on $\mathfrak{sp}(2n)$ Get list of ALL offers from Amazon Product Advertising API Effects of continuing after a total party wipe? I've had a couple of encounters so far where I stumbled into enemies that were higher level than expected and gotten wiped out. At the game over screen, I chose the option "Continue". After doing so, I didn't notice any negative consequences. I was plopped back just a few metres from the area I died, and was free to continue on as if nothing had happened. Am I missing something? Is there some negative effect from a party wipe? There is no continuous injective function $f:\mathbb{R}^n\longrightarrow\mathbb{R}^m$ I have the following question, more general that   Let $U\subset\mathbb{R}^n$ be a domain. If $f:U\longrightarrow\mathbb{R}^m$  ($m&lt; n$) is a continuous function, how to prove that $f$ is not injective.  Any hint would be appreciated. Why can't $ i\hbar\frac{\partial}{\partial t}$ be considered the Hamiltonian operator? Few days back while attending a thesis defense, one Professor was asking the defender why does he think, he deserves the degree. I was wondering since then, is there really any general answer for that? or the answer should be given describing my own work and then emphasis them how it is important for research field?  I asked the question here to know your opinion about it and to list down what could be the possible answers to this question. Our group has determined that buying (almost exclusively) money and points is the way to go.  Most kingdom cards are ignored, or are bought very sparingly. This has lead to games feeling 'samey' and has taken a lot of the fun out for us.  What strategies should we use to counter ""?  Or are house rules needed here? FasterCsv doesn't show any result in my view in Ruby on Rails? Integrating $\int \sin^n{x} \ dx$ I am working on trying to solve this problem:     Prove: $\int \sin^n{x} \ dx = -\frac{1}{n} \cos{x} \cdot \sin^{n - 1}{x} + \frac{n - 1}{n} \int \sin^{n - 2}{x} \ dx$   Here are the steps that I follow in the example that I am reading:     $u = \sin^{n - 1}{x}$      $du = (n - 1) \cdot \sin^{n - 2}{x} \cdot \cos{x} \ dx$      $v = -\cos{x}$      $dv = \sin{x} \ dx$            $\int \sin^n{x} \ dx =  \sin^{n - 1}{x} \cdot \sin{x} \ dx$      $\int \sin^n{x} \ dx = \underbrace{\sin^{n - 1}{x}}_{u} \cdot \underbrace{-\cos{x}}_{v} - \int \underbrace{-\cos{x}}_{v} \cdot \underbrace{(n - 1) \cdot \sin^{n - 2}{x} \cdot \cos{x} \ dx}_{du}$      $\int \sin^n{x} \ dx = -\cos{x} \cdot \sin^{n - 1}{x} + (n - 1)\int \sin^{n - 2}{x} \cdot \cos^{2}{x} \ dx$      $\int \sin^n{x} \ dx = -\cos{x} \cdot \sin^{n - 1}{x} + (n - 1)\int \sin^{n - 2}{x} \cdot \left(1 - \sin^{2}{x}\right) \ dx$   Here is where I get lost. How did we go from $\int \sin^{n - 2}{x} \cdot \left(1 - \sin^{2}{x}\right) \ dx$ to $\int \sin^{n - 2}{x} \ dx - (n - 1) \int \sin^{n}{x} \ dx$? Even more specifically, where did $\sin^{n}{x}$ come from?     $\int \sin^n{x} \ dx = -\cos{x} \cdot \sin^{n - 1}{x} + (n - 1)\int \sin^{n - 2}{x} \ dx - (n - 1) \int \sin^{n}{x} \ dx$   I get this part.     $n\int \sin^n{x} \ dx = -\cos{x} \cdot \sin^{n - 1}{x} + (n - 1)\int \sin^{n - 2}{x} \ dx$      $\int \sin^n{x} \ dx = -\frac{1}{n} \cos{x} \cdot x \ \sin^{n - 1}{x} + \frac{n - 1}{n} \int \sin^{n - 2}{x} \ dx$   Could someone please explain what I am missing?  Thank you for your time. Why does C/C++ differentiates in case of array index out of bound #include &lt;stdio.h&gt; int main() {     int a[10];     a[3]=4;     a[11]=3;//does not give segmentation fault     a[25]=4;//does not give segmentation fault     a[20000]=3; //gives segmentation fault     return 0; }  I understand that it's trying to access memory allocated to process or thread in case of a[11] or a[25] and it's going out of stack bounds in case of a[20000]. Why doesn't compiler or linker give an error, aren't they aware of the array size? If not then how does sizeof(a) work correctly? the cone is contractible