The probability of the teenager owning a skateboard or a bicycle will be 0.46 or 46%. And the events are mutually exclusive.
<h3>What is the
addition rule of size for two subsets?</h3>
For two subsets A and B of the universal set U, we have:
P(A ∪ B) = P(A) + P(B) - P(A ∩ B)
The probability of a new york teenager owning a skateboard is 0.37, of owning a bicycle is 0.36, and of owning both is 0.27.
Then the probability of the teenager owning a skateboard or a bicycle will be
P(A ∪ B) = 0.37 + 0.36 - 0.27
P(A ∪ B) = 0.73 - 0.27
P(A ∪ B) = 0.46
Thus, the probability of the teenager owning a skateboard or a bicycle will be 0.46 or 46%.
The events are mutually exclusive.
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<em>f</em><em>(</em><em>x</em><em>)</em><em>=</em><em>8</em><em>x</em><em>+</em><em>6</em><em>,</em><em>y</em><em>=</em><em>8</em><em>x</em><em>+</em><em>6</em><em>=</em><em>x</em><em>=</em><em>8</em><em>y</em><em>+</em><em>6</em><em>,</em><em>x-6</em><em>=</em><em>8y</em><em>=</em><em>y</em><em>=</em><em>x</em><em>-</em><em>6</em><em>/</em><em>8</em><em> </em><em>y</em><em>=</em><em>x</em><em>/</em><em>8</em><em>-</em><em>3</em><em>/</em><em>4</em>
There is 8.806 × 10^10 hectares in 340 million square miles.
The most significant long-term financial reform in the United States is the Glass-Steagall Act.
<h3>
What are FInancial Reforms?</h3>
Financial reform is the procedure of transitioning from government-regulated rates of interest to market-determined interest rates and pricing.
It is a policy initiative intended to renationalize and change the financial system in order to achieve an economic liberalization market-oriented system within an adequate regulatory framework.
The Glass-Steagall Act is one of the most significant financial reforms in the United States. This is because it enhanced bank regulation and restricted how banks invested their clients' money.
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A lot of teams are involved in playing video games. The statement that best summarizes this video is that Video gaming helps develop collaborative problem-solving skills that can be useful in the real world.
- Game-based learning is commonly used in the world today. It is growing at lightning speed but there are false information that hinders us from knowing how games actually affect player thinking and action.
There has been the creation of multi-disciplinary games that has the combination of academic content and educational practices.
This makes an individual to have broader critical thinking and problem solving.
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