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Angle KJL measures (7x - 8)° and angle KML measures (3x + 8)°. What is the measure of arc KL, if M and J lie on the circle ?
Answer:
The measure of arc KL is 40° ⇒ 2nd answer
Step-by-step explanation:
In any circle:
- Inscribed angles subtended by the same arc are equal
- If the vertex of an angle lies on the circles and its two sides are chords in the circle, then it called inscribed angle
- The measure of an inscribed angle is equal to half the measure of its subtended arc
In a Circle
∵ M lies on the circle
∵ KL is an arc in the circle
∴ MK and ML are chords in the circle
∴ ∠KML is an inscribed angle subtended by arc KL
∵ J lies on the circle
∵ KL is an arc in the circle
∴ JK and JL are chords in the circle
∴ ∠KJL is an inscribed angle subtended by arc KL
∵ Inscribed angle subtended by the same arc are equal
∴ m∠KML = m∠KJL
∵ m∠KML = (3x + 8)°
∵ m∠KJL = (7x - 8)°
- Equate them to find x
∴ 7x - 8 = 3x + 8
- Subtract 3x from both sides
∴ 4x - 8 = 8
- Add 8 to both sides
∴ 4x = 16
- Divide both sides by 4
∴ x = 4
- Substitute the value of x in the m∠KML OR KJL to find its measure
∵ m∠KML = 3(4) + 8 = 12 + 8
∴ m∠KML = 20°
∴ m∠KJL = 20°
∵ The measure of an inscribed angle is equal to half the measure
of its subtended arc
∴ m∠KML =
(m of arc KL)
∵ m∠KML = 20°
∴ 20 =
(m of arc KL)
- Multiply both sides by 2
∴ 40° = m of arc KL
The measure of arc KL is 40°
Answer:
This lesson combines the Draw Loop that students first saw in Lesson 7 and the Counter Pattern that they learned in Lesson 8 to create programs with purposeful motion. By either incrementing or decrementing sprite properties, such as sprite.x, you can write programs that move sprites in expected patterns, instead of the randomization that we used in the past. The animations that students learn to create in this lesson lay the foundation for all of the animations and games that they will make throughout the rest of the unit.
Step-by-step explanation:
Just found this Onlie hope it helps
All you need to do is multiply the denominators.
3*4= 12
You ate 1/12 of the remaining cake. (since you ate 1/4 of 1/3 of the cake)
I hope this helped you!
Answer:
n = 4, m = 1
Step-by-step explanation:
Given the 2 equations
3m + n = 7 → (1)
m + 2n = 9 → (2)
Rearrange (2) expressing m in terms of n, by subtracting 2n from both sides
m = 9 - 2n → (3)
Substitute m = 9 - 2n into (1)
3(9 - 2n) + n = 7 ← distribute left side
27 - 6n + n = 7 ← simplify left side
27 - 5n = 7 ( subtract 27 from both sides )
- 5n = - 20 ( divide both sides by - 5 )
n = 4
Substitute n = 4 into (3) for corresponding value of m
m = 9 - (2 × 4) = 9 - 8 = 1
Thus m = 1 and n = 4
Queremos encontrar la altura de las plantas luego de t años, dado que conocemos la altura inicial y la velocidad de crecimiento.
La ecuación de la altura es:

Con ella veremos que los arbustos miden 69cm cuando son vendidos.
<em>Veamos como resolver esto.</em>
h(t) es la función que modela la altura de las plantas.
Sabemos que:

Sí integramos, obtendremos:

donde C es una constante de integración, la cual representa la altura inicial (para t = 0) de las plantas, notar que:

Y sabemos que las plantas miden 12 cm cuando son plantadas, entonces c = 12.
La ecuación de la altura es entonces:

Esta ecuación nos da la altura en centimetros a tiempo t.
Sabemos que los arbustos se venden luego de 6 años, entonces la altura que tendran cuando son vendidos es:

Es decir, los arbustos miden 69cm cuando son vendidos.
Sí quieres aprender más, puedes leer.
brainly.com/question/25180768