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Probability is the measure of the likelihood that an event will occur.[1] See glossary of probability and statistics. Probability quantifies as a number between 0 and 1, where, loosely speaking,[2] 0 indicates impossibility and 1 indicates certainty.[3][4] The higher the probability of an event, the more likely it is that the event will occur. A simple example is the tossing of a fair (unbiased) coin. Since the coin is fair, the two outcomes ("heads" and "tails") are both equally probable; the probability of "heads" equals the probability of "tails"; and since no other outcomes are possible, the probability of either "heads" or "tails" is 1/2 (which could also be written as 0.5 or 50%).
These concepts have been given an axiomatic mathematical formalization in probability theory, which is used widely in such areas of study as mathematics, statistics, finance, gambling, science (in particular physics), artificial intelligence/machine learning, computer science, game theory, and philosophy to, for example, draw inferences about the expected frequency of events. Probability theory is also used to describe the underlying mechanics and regularities of complex systems.
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Probabilitas adalah ukuran kemungkinan terjadinya suatu peristiwa. [1] Lihat glosarium probabilitas dan statistik. Probabilitas dihitung sebagai angka antara 0 dan 1, di mana, secara longgar, [2] 0 mengindikasikan ketidakmungkinan dan 1 menunjukkan kepastian. [3] [4] Semakin tinggi probabilitas suatu peristiwa, semakin besar kemungkinan bahwa peristiwa itu akan terjadi. Contoh sederhana adalah melempar koin yang adil (tidak memihak). Karena koin itu adil, kedua hasil ("kepala" dan "ekor") sama-sama memungkinkan; probabilitas "kepala" sama dengan probabilitas "ekor"; dan karena tidak ada hasil lain yang mungkin, probabilitas "kepala" atau "ekor" adalah 1/2 (yang juga bisa ditulis 0,5 atau 50%).
Konsep-konsep ini telah diberikan formalisasi matematis aksiomatik dalam teori probabilitas, yang digunakan secara luas dalam bidang studi seperti matematika, statistik, keuangan, perjudian, sains (khususnya fisika), kecerdasan buatan / pembelajaran mesin, ilmu komputer, teori permainan, dan filosofi untuk, misalnya, menarik kesimpulan tentang frekuensi acara yang diharapkan. Teori probabilitas juga digunakan untuk menggambarkan mekanika dan keteraturan sistem yang mendasarinya.
Aplikasi menyediakan Fitur berikut
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