To make a box and whisker plot, first you write down all of the numbers from least to greatest.
0, 1, 3, 4, 7, 8, 10
The median is 4, so that’s the middle line of the plot.
So now we have:
0, 1, 3, [4,] 7, 8, 10
So next we have to find the 1st and 3rd interquartiles..
0, [1,] 3, [4,] 7, [8,] 10
Those are the next 2 points you put on the plot.
Lastly, the upper and lower extremes. These are the highest and lowest numbers in the data.
[0,] 1, 3, 4, 7, 8, [10]
These are the final points on the plot.
To make the box of a box-and-whisker plot, you plot the 3 Medians of the data: 1, 4, and 8, and connect those to make a box that has a line in the middle at 4.
Next, you plot the upper and lower extremes: 0 and 10, by making “whiskers” that connect to the box. So you draw a line from the extremes to the box.
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Part A:
A component is one voter's vote. An outcome is a vote in favour of our candidate.
Since there are 100 voters, we can stimulate the component by using two randon digits from 00 - 99, where the digits 00 - 54 represents a vote for our candidate and the digits 55 - 99 represents a vote for the underdog.
Part B:
A trial is 100 votes. We can stimulate the trial by randomly picking 100 two-digits numbers from 00 - 99. Whoever gets the majority of the votes wins the trial.
Part C:
The response variable is whether the underdog wants to win or not. To calculate the experimental probability, divide the number of trials in which the simulated underdog wins by the total number of trials.
You have to distribute the exponent of 4 to the whole equation.
so step one is to distribute to the 3
3^4= 81
then we have to distribute to the x
x^4
then to the 2
2^4= 16
81 * x^4 * 16
* = multiplication sign