Find the value of the following (if it exists):     $$\lim_{n\to\infty}n\sin(2\pi en!)$$   Does it exist? I think that it doesn't exist but I can't prove it. Please help me.
I tried and got this   $$e=\sum_{k=0}^\infty\frac{1}{k!}=\lim_{n\to\infty}\sum_{k=0}^n\frac{1}{k!}$$ $$n!\sum_{k=0}^n\frac{1}{k!}=\frac{n!}{0!}+\frac{n!}{1!}+\cdots+\frac{n!}{n!}=m$$ where $m$ is an integer. $$\lim_{n\to\infty}n\sin(2\pi en!)=\lim_{n\to\infty}n\sin\left(2\pi n!\sum_{k=0}^n\frac{1}{k!}\right)=\lim_{n\to\infty}n\sin(2\pi m)=\lim_{n\to\infty}n\cdot0=0$$  Is it correct?
How can I keep low resolution textures pixelated? How do I execute a string containing Python code in Python? How do I execute a string containing Python code in Python? Visiting USA as a German with Iranian parents I am developing my first 2D game in Unity and I have come across what seems an important question.  How do I handle data between scenes?  There seems to be different answers to this:   Someone mention using , while other people told me this should be used to store other things like screen brightness and so on. Someone told me that the best way was to make sure to write everything into a savegame everytime that I changed scenes, and to make sure that when the new scene loads, get the info from the savegame again. This seemed to me wasteful in performance. Was I wrong? The other solution, which is the one I have implemented so far is to have a global game object that isn't destroyed between scenes, handling all the data between scenes. So when the game starts, I load a Start Scene where this object is loaded. After this ends, it loads the first real game scene, usually a main menu.   This is my implementation:  using UnityEngine; using UnityEngine.UI; using System.Collections;  public class GameController : MonoBehaviour {      // Make global     public static GameController Instance {         get;         set;     }      void Awake () {         DontDestroyOnLoad (transform.gameObject);         Instance = this;     }      void Start() {         //Load first game scene (probably main menu)         Application.LoadLevel(2);     }      // Data persisted between scenes     public int exp = 0;     public int armor = 0;     public int weapon = 0;     //... }   This object can be handled on my other classes like this:  private GameController gameController = GameController.Instance;   While this has worked so far, it presents me with one big problem: If I want to load directly a scene, let's say for instance the final level of the game, I can't load it directly, since that scene does not contain this global game object.  Am I handling this problem the wrong way? Are there better practices for this kind of challenge? I would love to hear your opinions, thoughts and suggestions on this issue.  Thanks Assume you have already completed your undergrad and have been working for a number of years. Does one need to be part of a university or a learning institution to publish papers? Weight Painting Won't Get Rid of Weird Protrusions I tried adding weight, removing weight and removing doubles. The mesh popping out won't go away. Any ideas?    Blend File: Today I was cut off in the middle of the following sentence:     Between Cook, Strauss, and Pietersen—   My friend said I was wrong. He said that for more than two entities, among/amongst are used, and that between is only for two entities.   I vaguely remember some rule like this, but I asked him to hear the whole sentence, which was:     Between Cook, Strauss, and Pietersen, they’ve notched up 56 centuries in Test cricket.   Should I have used among here? 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