Format of Quadratic Equation: y = ax2 + bx + c
Given Quadratic Equation: y = 2x2 - 3x + 3
Coefficient Variable Values: a = 2 and b = -3 and c = 3
Axis of Symmetry: x = -b/2a = -(-3)/2(2) so answer is x = 3/4
Vertex: x value is axis of symmetry (3/4) and y value is calculated substituting 3/4 for x in original equation: y = 2(3/4)2 - 3(3/4) + 3 = 2(9/16) - 9/4 + 3 = 9/8 - 9/4 + 3 = 9/8 - 18/8 + 24/8 = 15/8,
so answer is (3/4,15/8)
x intercepts (solve using quadratic formula): x = (-b plus or minus sqrt(b2 - 4ac)/2a, so plugging in coefficient values for a and b and c, we get x = [-(-3) plus or minus sqrt((-3)2 - 4(2)(-3)]/2(2), which results in x = (3 + sqrt(33))/4 or (3 - sqrt(33))/4 and answers to nearest tenth are x = (3 + 5.7) / 4 = 2.2
or x = (3 - 5.7) / 4 = -0.7
y intercept is calculated by substituting zero for x into original equation: y = 2x2 - 3x + 3, so y-intercept is 3.
Domain is range is from calculated negative x intercept (-0.7) to calculated positive x intercept (2.2) and is written as (-0.7,2.2)
Range is from calculated y-intercept to positive infinity, since parabola opens up due to positive x2 coefficient value, so range is written as (3,positive infinity). Note: infinity symbol is sideways 8.
Answer:
1/6
Step-by-step explanation:
The number of ways they can line up is 3×2×1 = 6. Only one of these is alphabetical order. The probability that they will line up randomly in alphabetical order is 1/6.
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Any of the three can line up first; either of the remaining two can line up second, and the remaining person can line up last. Thus there are 3×2×1 possible orders.
Answer:
Step-by-step explanation:
using your f(x) I want to show you how to plug in different things itnot he function.
f(x) = -x + 4
f(1) = -1 + 4 = 3
f(2) = -2 + 4 = 2
f(m) = -m + 4
f(abc) = -(abc) + 4
f(h(x)) = -h(x) + 4
Does that help? what if you replaced h(x) with g(x)? Of course you already have that x so you could make it a little simpler as well. Let me know if you don't quite get it.
Answer:
y= 1/2x+2
y int is 2
x int is -2
Step-by-step explanation:
plug in 0 for y int
set the equation equal to 0 for x int
Fist, in the equation y=mx+b, b is the y-intercept. The y-intercept is the poin on the line that crosses the x-axis; the y-intercept is the value of yThese equations follow that format.
Y=mx+b
y

3x-4. <-----In this equation, the slope(m)=3 b= -4.
On the graph, we can see that the line crosses the x-axis at y=-4. Knowing that, we can eliminate the answer choices with +4 in the inequality.
The next step, is to pick an (x,y) coordinate that is in the shaded region and plug it into the remaining 2 inequalities. Which ever inequality is true after you solve it, that is the correct answer.
For example, I'll choose to plug in (-4,4) into the y

3x-4.
y

3x-4.
(4)

(3(-4))-4.
(4)

(-12)-4.
(4)

-16
So, this statement is true becasue -16 is less than positive 4. Therefore, the correct answer would be
y
3x-4. Hope that helped! Comment back with any further questions!