Theoretical probability:
1 ... (16 and 2/3) %
2 ... (16 and 2/3) %
3 ... (16 and 2/3) %
4 ... (16 and 2/3) %
5 ... (16 and 2/3) %
6 ... (16 and 2/3) %
Experimental results:
1 ... 18
2 ... 16
3 ... 16
4 ... 17
5 ... 16
6 ... 17
The total number of rolls in the experiment was
(18 + 16 + 16 + 17 + 16 + 17) = 100
so the expected frequency for each outcome was 16-2/3 times,
and the SIMULATION probabilities were
1 ... 18%
2 ... 16%
3 ... 16%
4 ... 17%
5 ... 16%
6 ... 17%
To me, this looks fantastically close. The cube
could hardly be more fair than it actually is.
Solution:
1) Distribute
12a+12b
Done!
To start, we're given the range that x lies in: from -1 to 4. We know from the fact that

that -1 will be <em /><em>included</em> in that range, so we mark -1 on the number line with a solid circle. We also know from

that, while x can be any value <em>up to</em> 4, it does not <em>include </em>4. We indicate this by drawing a hollow circle around 4 on the number line. Since x can be <em>any value within this range</em>, we make that fact clear by drawing a bold line between the points -1 and 4 on the number line. I've attached an image of what our final graph would look like.
Answer:
35
Step-by-step explanation:
write 5 in N's place
5^2+2×5×1
25+10
35
Si a, b y r son números reales (y si a y b no son iguales a 0), ax+by = r se denomina ecuación lineal en dos variables. (Las “dos variables” son la x y la y.) Los números a y b se denominan los coeficientes de la ecuación ax+by = r. El número r se denomina constante del eje de ecuación + por = r.