Search results
Results from the WOW.Com Content Network
3.6% (1 in 28) – The Westmere Bank, New Zealand has a ruling gradient of 1 in 35, however peaks at 1 in 28; 3.33% (1 in 30) – Umgeni Steam Railway, South Africa [24] 3.0% (1 in 33) – several sections of the Main Western line between Valley Heights and Katoomba in the Blue Mountains Australia. [25]
In statistics, the 68–95–99.7 rule, also known as the empirical rule, and sometimes abbreviated 3sr, is a shorthand used to remember the percentage of values that lie within an interval estimate in a normal distribution: approximately 68%, 95%, and 99.7% of the values lie within one, two, and three standard deviations of the mean, respectively.
A solved game is a game whose outcome (win, lose or draw) can be correctly predicted from any position, assuming that both players play perfectly.This concept is usually applied to abstract strategy games, and especially to games with full information and no element of chance; solving such a game may use combinatorial game theory or computer assistance.
Twice (two times) as many as one. doubled. 100% Three 300% Two times more than one, twice more than one, or 200% more than one, because = +. Three times as many as one. tripled. 200% Four 400% Three times more than one, or 300% more than one, because = +. Four times as many as one. quadrupled. 300% Five 500%
When the percentage of points to discard does not yield a whole number, the trimmed mean may be defined by interpolation, generally linear interpolation, between the nearest whole numbers. For example, if you need to calculate the 15% trimmed mean of a sample containing 10 entries, strictly this would mean discarding 1 point from each end ...
Figure 2 is used for the multiples of 2, 4, 6, and 8. These patterns can be used to memorize the multiples of any number from 0 to 10, except 5. As you would start on the number you are multiplying, when you multiply by 0, you stay on 0 (0 is external and so the arrows have no effect on 0, otherwise 0 is used as a link to create a perpetual cycle).
A percentage point or percent point is the unit for the arithmetic difference between two percentages. For example, moving up from 40 percent to 44 percent is an increase of 4 percentage points (although it is a 10-percent increase in the quantity being measured, if the total amount remains the same). [ 1 ]
For instance, the square of the linear polynomial x + 1 is the quadratic polynomial (x + 1) 2 = x 2 + 2x + 1. One of the important properties of squaring, for numbers as well as in many other mathematical systems, is that (for all numbers x ), the square of x is the same as the square of its additive inverse − x .