One of the mysteries of this process is that h- managed to stay before w long after it was shed before l, n, and r.
在此过程中的一个奥秘是字母h-在字母l, n和r前脱落很长时间后,仍尽可能地留在字母w前。
So instead of being equal to negative z squared, now we're equal to negative z effective squared times r h all over n squared.
这里不再等于-z的平方,现在我们等于-有效的z的平方,乘以RH除以n的平方。
When creating a game, each difficulty button is now bound to a unique key: Normal 'r', Nightmare 'n', and Hell 'h'.
当创建一个游戏,每个困难按钮现在绑定到一个唯一的密钥:正常' R '等,恶梦' N '和地狱的H。
So instead of being equal to negative z squared, now we're equal to negative z effective squared times r h all over n squared.
这里不再等于-z的平方,现在我们等于-有效的z的平方,乘以RH除以n的平方。
And that's going to be equal to negative z effective squared times r h over n squared.
有效的z的平方,乘以RH除以n的平方。
So we know that we can relate to z effective to the actual energy level of each of those orbitals, and we can do that using this equation here where it's negative z effective squared r h over n squared, we're going to see that again and again.
我们知道我们可以将有效电荷量与,每个轨道的实际能级联系起来,我们可以使用方程去解它,乘以RH除以n的平方,它等于负的有效电荷量的平方,我们将会一次又一次的看到它。
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