Answer:
y = 4/3x +4
Step-by-step explanation:
The first step is to find the slope
We have two points (-3,0) and (0,4)
m = (y2-y1)/(x2-x1)
= (4-0)/(0--3)
= 4/(0+3)
=4/3
Then we need the y intercept (where it crosses the y axis)
It crosses at 4
The form of the equation is
y= mx+b, where m is the slope and b is the y intercept
y = 4/3x +4
Answer:
The table doesn't display a linear relationship because the slope doesn't stay constant throughout the whole table.
Answer:
b. y ≤ x + 1 and y > x - 3
Explanation:
First of all, remember that a solid line means the inequality has a ≤ or ≥ sign, and a dotted line means the inequality has a < or > sign.
One way to solve this is to find a point inside the shaded region, like (0, 0) that you can test in the options to see which ones work. Another method is to figure out what the graph of each line is and then make sure the signs are turned the right direction so the shading is correct.
We know that the first inequality should have a greater/less than or equal to sign because the line is solid and the second inequality should just be a greater/less than sign because the line is dotted. That means it has to be B, because this is the only correct combination of signs.
But to be sure, you should check. Try (-1,0) and (0, 0)
y ≤ x + 1 and y > x - 3
0 ≤ -1 + 1 0 > - 1 - 3
0 ≤ 0 yes 0 > - 4 yes
0 ≤ 0 + 1 0 > 0 - 3
0 ≤ 1 yes 0 > -3 yes
Answer:
You're pretty sure that your candidate for class president has about 55% of the votes in the entire school. but you're worried that only 100 students will show up to vote. how often will the underdog (the one with 45% support) win? to find out, you set up a simulation.
a. describe-how-you-will-simulate a component.
b. describe-how-you-will-simulate a trial.
c. describe-the-response-variable
Step-by-step explanation:
Part A:
A component is one voter's voting. An outcome is a vote in favor of our candidate.
Since there are 100 voters, we can stimulate the component by using two random digits from 00 - 99, where the digits 00 - 64 represents a vote for our candidate and the digits 65 - 99 represents a vote for the under dog.
Part B:
A trial is 100 votes. We can stimulate the trial by randomly picking 100 two-digits numbers from 00 - 99.
And counted how many people voted for each candidate. Whoever gets the majority of the votes wins the trial.
Part C:
The response variable is whether the underdog wins or not.
To calculate the experimental probability, divide the number of trials in which the simulated underdog wins by the total number of trials.