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Because of the growing demand for increasingly complex computer-based systems there is now an urgent need to provide tools to assist during the design of such systems. Formal specifications and formal methods provide such assistance but their widespread adoption has been hindered by the so-called ‘math fear’ and the perception that the tools are too difficult, too time consuming and too costly to use in a commercial environment. The aim of this article is to dispel the mystery surrounding the topic and to explain what formal methods are, how and why they are used, the benefits that accrue and why the technology should be accepted on a broader front. The application of formal methods to the design of computer-based systems will be discussed without resorting to jargon or mathematics. The discussion will concentrate more on the software content of systems but the arguments apply equally well to hardware. Some of the available tools will also be introduced.  相似文献   
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Melatonin and resistance exercise alone have been shown to increase the levels of growth hormone (GH). The purpose of this study was to determine the effects of ingestion of a single dose of melatonin and heavy resistance exercise on serum GH, somatostatin (SST), and other hormones of the GH/insulin-like growth factor 1 (IGF-1) axis. Physically active males (n = 30) and females (n = 30) were randomly assigned to ingest either a melatonin supplement at 0.5 mg or 5.0 mg, or 1.0 mg of dextrose placebo. After a baseline blood sample, participants ingested the supplement and underwent blood sampling every 15 min for 60 min, at which point they underwent a single bout of resistance exercise with the leg press for 7 sets of 7 reps at 85% 1-RM. After exercise, participants provided additional blood samples every 15 min for a total of 120 min. Serum free GH, SST, IGF-1, IGFBP-1, and IGFBP-3 were determined with ELISA. Data were evaluated as the peak pre- and post-exercise values subtracted from baseline and the delta values analyzed with separate three-way ANOVA (p < 0.05). In males, when compared to placebo, 5.0 mg melatonin caused GH to increase (p = 0.017) and SST to decrease prior to exercise (p = 0.031), whereas both 0.5 and 5.0 mg melatonin were greater than placebo after exercise (p = 0.045) and less than placebo for SST. No significant differences occurred for IGF-1; however, males were shown to have higher levels of IGFBP-1 independent of supplementation (p = 0.004). The 5.0 mg melatonin dose resulted in higher IGFBP-3 in males (p = 0.017). In conclusion, for males 5.0 mg melatonin appears to increase serum GH while concomitantly lowering SST levels; however, when combined with resistance exercise both melatonin doses positively impacts GH levels in a manner not entirely dependent on SST.  相似文献   
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The computation of a six-dimensional density matrix is the crucial step for the evaluation of kinetic energy in electronic structure calculations. For molecules with heavy nuclei, one has to consider a very refined mesh in order to deal with the nuclear cusps. This leads to high computational time and needs huge memory for the computation of the density matrix. To reduce the computational complexity and avoid discretization errors in the approximation, we use mesh-free canonical tensor products in electronic structure calculations. In this paper, we approximate the six-dimensional density matrix in an efficient way and then compute the kinetic energy. Accuracy is examined by comparing our computed kinetic energy with the exact computation of the kinetic energy.  相似文献   
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This paper explores the limitations of contemporary interface design and offers the potential of more profound forms of interaction by drawing on the rich and much older heritage of interactive art. Whilst HCI design is preoccupied with making the computer more simple to use, installation work, kinetic sculpture, and interactive multimedia art forms have generally been more concerned with the predicament of human/technological negotiation, whilst remaining a salient form of human communication. HCI activity sets out to make the complex systems of computing easy to understand and use, whilst interactive art often uses simple technology to make complex, inspiring and esoteric statements and experiences. In many ways the more simple and 'low resolution' the technology the more immersive, acute and intimate the experience. 'Low resolution' examples such as telephone-sex-lines are explored alongside more immersive systems, such as biofeedback interfaces, and other interactive experiments drawn from the 'technic' strand of art history.  相似文献   
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The uptake of digital photos vs. print photos has altered the practice of photo-sharing. Print photos are easy to share within the home, but much harder to share outside of it. The opposite is true of digital photos. People easily share digital photos outside the home, e.g., to family and friends by e-mail gift-giving, and to social networks and the broader public by web publishing. Yet within the home, collocated digital photo-sharing is harder, primarily because digital photos are typically stored on personal accounts in desktop computers located in home offices. This leads to several consequences. (1) The invisibility of digital photos implies few opportunities for serendipitous photo-sharing. (2) Access control and navigation issues inhibit family members from retrieving photo collections. (3) Photo viewing is compromised as digital photos are displayed on small screens in an uncomfortable viewing setting.To mitigate some of these difficulties, we explore how physical memorabilia collected by family members can create opportunities that encourage social and collocated digital photo-sharing. First, we studied (via contextual interviews with 20 households) how families currently practice photo-sharing and how they keep memorabilia. We identified classes of memorabilia that can serve as memory triggers to family events, trips, and times when people took photos. Second, we designed Souvenirs, a photo-viewing system that exploits memorabilia as a social instrument. Using Souvenirs, a family member can meaningfully associate physical memorabilia with particular photo-sets. Later, any family member can begin their story-telling with others through the physical memento, and then enrich the story by displaying its associated photos simply by moving the memento close to the home's large-format television screen. Third, we re-examined our design premises by evoking household reactions to an early version of Souvenirs. Based on these interviews, we redesigned Souvenirs to better reflect the preferences and real practices of photo and memorabilia use in the home.  相似文献   
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Subsistence farming communities are dependent on the landscape to provide the resource base upon which their societies can be built. A key component of this is the role of climate and the feedback between rainfall, crop growth, land clearance and their coupling to the hydrological cycle. Temporal fluctuations in rainfall alter the spatial distribution of water availability, which in turn is mediated by soil-type, slope and landcover. This pattern ultimately determines the locations within the landscape that can support agriculture and controls sustainability of farming practices. The representation of such a system requires us to couple together the dynamics of human and ecological systems and landscape change, each of which constitutes a significant modelling challenge on its own. Here we present a proto-type coupled modelling system to simulate land-use change by bringing together three simple process models: (a) an agent-based model of subsistence farming; (b) an individual-based model of forest dynamics; and (c) a spatially explicit hydrological model which predicts distributed soil moisture and basin scale water fluxes. Using this modelling system we investigate how demographic changes influence deforestation and assess its impact on forest ecology, stream hydrology and changes in water availability.  相似文献   
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