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81.
Abstract. The Online Maximal Dense Tree problem is as follows: given a weighted directed graph and a source node, users issue online requests for connection to
the source node. A request can either be accepted or rejected (the admission control decision). If the connection request
is accepted, it must be connected to the source or to a node previously connected to the source (the routing decision). The
objective is to maximize the total number of connections while keeping the connection density , i.e. the ratio of accepted requests to the weight of the spanning tree, sufficiently high.
The primary motivation for the Maximal Dense Tree problem is the Online Capacitated Multicast admission control and routing problem. In the Online Capacitated Multicast problem, we are given a communication network with limited link capacities and a set of signal source nodes. Users generate
online requests for connection to the signal sources, and the network administrator has to make the admission control and
routing decisions. The goal of the network administrator is to maximize the total number of users connected subject to the
network capacity constraints.
The Online Maximal Dense Tree problem is also faced by a cable TV operator who wishes to connect as many customers as possible while keeping down the
amount of wiring per customer. Informally, the Online Maximal Dense Tree algorithm must ``gamble' on certain geographic areas, connecting nodes which are unprofitable to start with, in the hope
that eventually enough requests will arrive in its vicinity to make the investment profitable.
In this paper we present a randomized online algorithm for the Maximal Dense Tree problem that guarantees acceptance of a
(1- ɛ) factor of the requests accepted by the optimum offline algorithm with the expectation of density being at most polylogarithmically
lower than that of the offline algorithm. This yields an online capacitated multicast algorithm whose throughput is only poly-logarithmically lower than that of the optimum offline algorithm.
Previous work on multicast routing and maximal dense tree problems either made probabilistic assumptions or resulted in linear performance gaps with the offline algorithm. Attempts to solve the Online Maximal Dense Tree problem have also lead to the development of the first polylogarithmic approximation algorithms for the k -MST and the Prize Collecting Salesman problems [AABV]. 相似文献
82.
On the Competitive Ratio for Online Facility Location 总被引:2,自引:0,他引:2
Dimitris Fotakis 《Algorithmica》2008,50(1):1-57
We consider the problem of Online Facility Location, where the demand points arrive online and must be assigned irrevocably
to an open facility upon arrival. The objective is to minimize the sum of facility and assignment costs. We prove that the
competitive ratio for Online Facility Location is Θ
. On the negative side, we show that no randomized algorithm can achieve a competitive ratio better than Ω
against an oblivious adversary even if the demands lie on a line segment. On the positive side, we present a deterministic
algorithm which achieves a competitive ratio of
in every metric space.
A preliminary version of this work appeared in the Proceedings of the 30th International Colloquium on Automata, Languages
and Programming (ICALP 2003), Lecture Notes in Computer Science 2719. This work was done while the author was at the Max-Planck-Institut
für Informatik, Saarbrücken, Germany, and was partially supported by the Future and Emerging Technologies programme of the
EU under contract number IST-1999-14186 (ALCOM–FT). 相似文献
83.
Abstract. We present the first optimal randomized online algorithms for the TCP acknowledgment problem [3] and the Bahncard problem
[5]. These problems are well known to be generalizations of the classical online ski-rental problem, however, they appeared
to be harder. In this paper we demonstrate that a number of online algorithms which have optimal competitive ratios of e/(e-1) , including these, are fundamentally no more complex than ski rental. Our results also suggest a clear paradigm for solving
ski-rental-like problems. 相似文献
84.
With the growing popularity of computers and the Internet, most teachers are taking advantage of Internet functions to assist in both teaching and student learning. However, students only login to the assisted learning system once or twice a week on average to surf for relevant references, participate in discussions, or hand in assignments, even though information and interaction are greatly enhanced by these online services. Therefore, increasing the transfer rate of useful information and interaction during the course period would help students learn. To this end, we designed an e-news delivery system that sends personalized e-mails to every student’s mailbox to make information access and peer interaction more convenient and efficient. Through the daily habit of using e-mail, students can receive the latest information, new instructions or peer discussions early. To encourage usage of the system, a user friendly interface was designed. The e-news system takes advantage of webpage hyperlinks to allow students to click on interesting topics while reading e-news; doing so will cause another window to pop-up with detailed content retrieved from the web-based learning system. A mouse-click allows students to login to the web-based learning system and extract the details of the chosen topic. To enhance the efficiency of e-news, learners’ needs and interests were taken into consideration when forming the e-news content. Students’ learning status and reading preferences are assessed to determine which information or content to include in the e-news. Experiment results reveal that e-news and personalized information greatly promote the reading of new information and participation in online activities. 相似文献
85.
This research aims to develop a multiple-choice Web-based quiz-game-like formative assessment system, named GAM-WATA. The unique design of ‘Ask-Hint Strategy’ turns the Web-based formative assessment into an online quiz game. ‘Ask-Hint Strategy’ is composed of ‘Prune Strategy’ and ‘Call-in Strategy’. ‘Prune Strategy’ removes one incorrect option and turns the original 4-option item into a 3-option one. ‘Call-in Strategy’ provides the rate at which other test takers choose each option when answering a question. This research also compares the effectiveness of three different types of formative assessment in an e-Learning environment: paper-and-pencil test (PPT), normal Web-based test (N-WBT) and GAM-WATA. In total, 165 fifth grade elementary students (from six classes) in central Taiwan participated in this research. The six classes of students were then divided into three groups and each group was randomly assigned one type of formative assessment. Overall results indicate that different types of formative assessment have significant impacts on e-Learning effectiveness and that the e-Learning effectiveness of the students in the GAM-WATA group appears to be better. Students in the GAM-WATA group more actively participate in Web-based formative assessment to do self-assessment than students in the N-WBT group. The effectiveness of formative assessment will not be significantly improved only by replacing the paper-and-pencil test with Web-based test. The strategies included in GAM-WATA are recommended to be taken into consideration when researchers design Web-based formative assessment systems in the future. 相似文献
86.
87.
Guided by the Uses and Gratifications (U&G) perspective, this study examined the influence of unwillingness to communicate, loneliness, Internet-use motives, and Internet (CMC) use and interaction (amount and types of use and self-disclosure) in online communication satisfaction and online relationship closeness. There were 261 participants in this study. Overall, participants who perceived their face-to-face communication to be rewarding, used CMC for self-fulfillment, and disclosed their personal feelings to others tended to feel close to their online partners. Moreover, those who used the Internet for purposes of self-fulfillment and affection and intended to disclose their feelings to others felt satisfied with their online communication. The associations among the constructs extend our knowledge of the U&G theoretical model, how and why people communicate interpersonally in CMC settings, and the influence of individual differences on CMC for relational communication. 相似文献
88.
采用离子选择性电极和电位恒定的参比电极作为敏感头,与高输入阻抗、高精度的电位计组成传感器,以LabVIEW为开发平台的虚拟仪器,通过数据采集卡,实时在线监测水体中多种离子含量,并对数据进行整理,以消除离群数据的影响,为水质污染的在线监测提供了一种具有理论指导意义和实用价值的新方法. 相似文献
89.
温丽敏 《计算机应用与软件》2008,25(5):271-273
提出一个联机书法临摹系统,对传统的中国书法学习过程进行计算机模拟.系统基于Wintab标准捕获书写实时信息,并以一维基元序列模型表示和存储书法范字;学习者在线临摹时,系统基于椭圆模型和动态信息进行书法范字绘制,模拟范字创作时的书写笔顺、运笔方法、提按轻重、行笔节奏等体现书法美学内涵的动态过程,再现结果如同老师身临示范.系统可作为中国书法教育辅助软件或自学工具. 相似文献
90.
该文介绍了联机分析处理OLAP的概念,分析了OLAP在数据仓库中的应用,并介绍了一个OLAP工具及其应用实例。 相似文献