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Komok [63]
3 years ago
9

For a new customer, a video store charges $10 for a rental card plus $2 per movie. Write and solve a linear equation to find the

cost for a new customer to rent 6 movies
Mathematics
1 answer:
WITCHER [35]3 years ago
7 0
Anything per something means that is a rate, so you will have a variable on that, such as x.

So $2 per movie, is interpreted as 2x

The $10 is a set price for a rental card, and will not change.

So a linear equation is interpreted as y = 2x + 10

Set x to 6 because you are renting that many movies. 

y = 2(6) + 10
y = $22
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What is 400 turned into a decimal??
kompoz [17]
This is invisible math but a whole bumber cant be converted to a decimal because if you were to see the whoole thing it would be 400.0
3 0
3 years ago
Scores of an IQ test have a​ bell-shaped distribution with a mean of 100 and a standard deviation of 13. Use the empirical rule
Yuri [45]

Answer:

(a) 68% of people has an IQ score between 87 and 113​.

(b) 5% of people has an IQ score less than 74 or greater than 126.

(c) 0.15% of people has an IQ score greater than 139​.

Step-by-step explanation:

Given information:Scores of an IQ test have a​ bell-shaped distribution,

mean = 100

standard deviation = 13

According to the empirical rule

68% data lies between \overline{x}-\sigma and \overline{x}+\sigma.

95% data lies between \overline{x}-2\sigma and \overline{x}+2\sigma.

99.7% data lies between \overline{x}-3\sigma and \overline{x}+3\sigma.

(a)

\overline{x}-\sigma=100-13=87

\overline{x}+\sigma=100+13=113

[\overline{x}-\sigma,\overline{x}+\sigma]=[87,113]

Using empirical rule we can say that 68% of people has an IQ score between 87 and 113​.

(b)

\overline{x}-2\sigma=100-2(13)=74

\overline{x}+2\sigma=100+2(13)=126

[\overline{x}-2\sigma,\overline{x}+2\sigma]=[74,126]

Using empirical rule we can say that 95% of people has an IQ score between 74 and 126​.

The percentage of people has an IQ score less than 74 or greater than 126 is

P = 1- percent of people has an IQ score between 74 and 126​.

P = 1- 95%

P = 5%

Therefore 5% of people has an IQ score less than 74 or greater than 126.

(c)

\overline{x}-3\sigma=100-3(13)=61

\overline{x}+3\sigma=100+3(13)=139

[\overline{x}-3\sigma,\overline{x}+3\sigma]=[61,139]

Using empirical rule we can say that 99.7% of people has an IQ score between 61 and 139​.

The percentage of people has an IQ score less than 61 or greater than 139 is

P = 1- percent of people has an IQ score between 61 and 139​.

P = 1- 99.7%

P = 0.3%

The percentage of people has an IQ score greater than 139​ is

P=\frac{1}{2}(0.3\%)=0.15\%

Therefore 0.15% of people has an IQ score greater than 139​.

5 0
3 years ago
suppose Tomas buys a total of 30 baseball and football cards in week 5 . how many of each would he have to buy to keep the same
Charra [1.4K]

Answer:

  • 18 baseball cards
  • 12 football cards

Step-by-step explanation:

The only relationship shown in the table is in week 1, where the ratio of baseball to football cards is ...

  baseball : football = 9 : 6

In week 1, the total of these numbers is 15. You want the total in week 5 to be 30, double the total in week 1. So, Thomas needs to purchase double the numbers he purchased in week 1:

  • 18 baseball cards
  • 12 football cards

_____

<em>Comment on the attachment</em>

This table came from another question you posted, a question with no content other than the table. The blue numbers are blanks in the original table that have been filled in so as to keep the same 3:2 proportion in each week. They appear to have no bearing on this question.

7 0
3 years ago
Your friend asks if you would like to play a game of chance that uses a deck of cards and costs $1 to play. They say that if you
gtnhenbr [62]

Answer:

Expected value = 40/26 = 1.54 approximately

The player expects to win on average about $1.54 per game.

The positive expected value means it's a good idea to play the game.

============================================================

Further Explanation:

Let's label the three scenarios like so

  • scenario A: selecting a black card
  • scenario B: selecting a red card that is less than 5
  • scenario C: selecting anything that doesn't fit with the previous scenarios

The probability of scenario A happening is 1/2 because half the cards are black. Or you can notice that there are 26 black cards (13 spade + 13 club) out of 52 total, so 26/52 = 1/2. The net pay off for scenario A is 2-1 = 1 dollar because we have to account for the price to play the game.

-----------------

Now onto scenario B.

The cards that are less than five are: {A, 2, 3, 4}. I'm considering aces to be smaller than 2. There are 2 sets of these values to account for the two red suits (hearts and diamonds), meaning there are 4*2 = 8 such cards out of 52 total. Then note that 8/52 = 2/13. The probability of winning $10 is 2/13. Though the net pay off here is 10-1 = 9 dollars to account for the cost to play the game.

So far the fractions we found for scenarios A and B were: 1/2 and 2/13

Let's get each fraction to the same denominator

  • 1/2 = 13/26
  • 2/13 = 4/26

Then add them up

13/26 + 4/26 = 17/26

Next, subtract the value from 1

1 - (17/26) = 26/26 - 17/26 = 9/26

The fraction 9/26 represents the chances of getting anything other than scenario A or scenario B. The net pay off here is -1 to indicate you lose one dollar.

-----------------------------------

Here's a table to organize everything so far

\begin{array}{|c|c|c|}\cline{1-3}\text{Scenario} & \text{Probability} & \text{Net Payoff}\\ \cline{1-3}\text{A} & 1/2 & 1\\ \cline{1-3}\text{B} & 2/13 & 9\\ \cline{1-3}\text{C} & 9/26 & -1\\ \cline{1-3}\end{array}

What we do from here is multiply each probability with the corresponding net payoff. I'll write the results in the fourth column as shown below

\begin{array}{|c|c|c|c|}\cline{1-4}\text{Scenario} & \text{Probability} & \text{Net Payoff} & \text{Probability * Payoff}\\ \cline{1-4}\text{A} & 1/2 & 1 & 1/2\\ \cline{1-4}\text{B} & 2/13 & 9 & 18/13\\ \cline{1-4}\text{C} & 9/26 & -1 & -9/26\\ \cline{1-4}\end{array}

Then we add up the results of that fourth column to compute the expected value.

(1/2) + (18/13) + (-9/26)

13/26 + 36/26 - 9/26

(13+36-9)/26

40/26

1.538 approximately

This value rounds to 1.54

The expected value for the player is 1.54 which means they expect to win, on average, about $1.54 per game.

Therefore, this game is tilted in favor of the player and it's a good decision to play the game.

If the expected value was negative, then the player would lose money on average and the game wouldn't be a good idea to play (though the card dealer would be happy).

Having an expected value of 0 would indicate a mathematically fair game, as no side gains money nor do they lose money on average.

7 0
2 years ago
Which equation shows 3/4x+1/2y=1/8 converted to slope intercept form
Alexxandr [17]
Y=-3/2x+1/4 there is your answer
4 0
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