Answer:
<u>∗ = 0.4x³</u>
Step-by-step explanation:
(15y + ∗)² = 225y²+12x³y+0.16x⁶
<u>Note:</u>
225y² = 15y * 15y = (15y)²
12x³y = 2 * 15y * 0.4x³
0.16x⁶ = 0.4x³ * 0.4x³ = (0.4x³)²
So, by factoring the right hand side:
225y²+12x³y+0.16x⁶ = (15y + 0.4x³)²
By comparing the left hand side with (15y + 0.4x³)²
<u>So, ∗ should be replaced with the monomial 0.4x³</u>
Answer:The cost of one month of game-play =$20
Step-by-step explanation:
Let the cost of one month of gameplay be x
Then cost of game-play bought by Angie =3x.....(1)
and Then cost of game-play bought by Kenny=4x......(2)
Cost of each software package =$50......(3)
The the total cost =240= sum of costs of software bought by both of them and game-play)=50+50+3x+4x
⇒240=100+7x.......→(by adding like terms)
⇒140=7x⇒x=20.....→( dividing both sides by 7 )
∴the cost of one month of game-play =$20
Answer:
360°F
Step-by-step explanation:
When you multiply the numerals in the brackets . The first set of brackets is 90 then the second is 4.0 then multiply them and you will get 360.0°F
First one:
you can add -10m and -13m but you can't add -10m and 2m^4 becuase the powers aren't the same so
when adding the like terms
look at the:
powers, (x^3 adds with x^3)
placehloder letter (x adds with x and y adds with y and so on)
-10m+2m^4-13m-20m^4
powers: m^1 and M^4
placeholders: all m
add
-10m-13m+2m^4-20m^4
-23m-18m^4
second one:
when multiplying exponents, you add with like
so if you multipliy
x^2yz^3 times x^4y^2z^2 thne you would get x^6y^3z^5
when multiply with coeficients
2x^2yz^3 times 4x^4y^2z^2=8x^6y^3z^5
so using associative property a(bc)=(ab)c
2/3 times p^4 times y^3 times y^4 times s^5 times 6 times p^2 times s^3
group like terms
(2/3 times 6) times (p^4 times p^2) times (y^3 times y^4) times (s^5 times s^3)
(4) times (p^6) times (y^7) times (s^8)
4p^6y^7s^8
Answers:
- A) Ray QS or Ray QR
- B) Line segment QS or SQ
- C) Plane QSR
- D) Line QS or RQ
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Explanation:
Part A)
When naming a ray, always start at the endpoint. This is the first letter and we'll start with point Q.
The second letter is the point that is on the ray where the ray aims at. We have two choices S and R as they are both on the same ray. That's why we can name this Ray QS and Ray QR.
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Part B)
A segment is named by its endpoints. The order of the endpoints doesn't matter so that's why segment QS is the same as segment SQ. To me, it seems more natural to read from left to right, so QS seems better fitting (again the order doesn't matter).
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Part C)
When forming a plane, you need 3 noncollinear points. The term "collinear" means the points all fall on the same line. So these three points cannot all fall on the same straight line. In other words, we must be able to form a triangle of some sort.
So that's how we get the name "Plane QSR". The order of the letters doesn't matter.
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Part D)
To name a line, we just need to pick two points from it. Any two will do. The order doesn't matter. So that's how we get Line QS and Line RQ as two aliases for this same line. It turns out that there are 6 different ways to name this line.
- Line QR
- Line QS
- Line RQ
- Line RS
- Line SQ
- Line SR