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51.
A mobile ad hoc network (MANET) is dynamic in nature and is composed of wirelessly connected nodes that perform hop-by-hop routing without the help of any fixed infrastructure. One of the important requirements of a MANET is the efficiency of energy, which increases the lifetime of the network. Several techniques have been proposed by researchers to achieve this goal and one of them is clustering in MANETs that can help in providing an energy-efficient solution. Clustering involves the selection of cluster-heads (CHs) for each cluster and fewer CHs result in greater energy efficiency as these nodes drain more power than noncluster-heads. In the literature, several techniques are available for clustering by using optimization and evolutionary techniques that provide a single solution at a time. In this paper, we propose a multi-objective solution by using multi-objective particle swarm optimization (MOPSO) algorithm to optimize the number of clusters in an ad hoc network as well as energy dissipation in nodes in order to provide an energy-efficient solution and reduce the network traffic. In the proposed solution, inter-cluster and intra-cluster traffic is managed by the cluster-heads. The proposed algorithm takes into consideration the degree of nodes, transmission power, and battery power consumption of the mobile nodes. The main advantage of this method is that it provides a set of solutions at a time. These solutions are achieved through optimal Pareto front. We compare the results of the proposed approach with two other well-known clustering techniques; WCA and CLPSO-based clustering by using different performance metrics. We perform extensive simulations to show that the proposed approach is an effective approach for clustering in mobile ad hoc networks environment and performs better than the other two approaches.  相似文献   
52.
This paper deals with the H ?? filtering problem for a class of nonlinear systems. This class of nonlinear systems is composed of a bilinear part and of a lipschitzian one. The use of an unbiasedness condition for the bilinear part (called quasi unbiasedness condition) permits to parameterize the filter matrices through a single gain. Two LPV (Linear Parameter Varying) extensions of the bounded real lemma are used to solve the filtering problem. This approach reduces the conservatism inherent to the boundedness of the inputs. Then the filtering solution is expressed in terms of LMI (Linear Matrix Inequality) to be verified at the vertices of a polytope. A numerical example is finally given to illustrate our approach.  相似文献   
53.
54.
Pre- and/or post-compensators are designed to square down a general MIMO system to a uniform rank system, the structure of which is almost similar to a SISO system. The method of squaring down either does not change the finite zero structure of the given MIMO system or simply adds additional finite zeros in the left half s-plane. The significance of such a squaring down lies in the simplicity of the structure of a uniform rank system lending itself for easy analysis and control design.  相似文献   
55.
The current work reports on the realization of movable micromachining devices using self-aligned single-mask fabrication process. Only dry etching process utilizing inductively coupled plasma reactive ion etching was used to release 3D micro structures from single crystal silicon substrate. No wet etching process is required to release the structures as is the case with silicon on insulator (SOI) wafers. Also the developed process does not require an SOI substrate and accordingly dispensing with the application of a wet etching step, thus yielding uniform structures without stiction. The optimized process was applied to realize thermally actuated microgrippers. The article presents the development of the fabrication process and demonstrates the operation of the fabricated device. The optimized process provides an avenue for low cost fabrication of movable micromachining devices without the use of complicated wet etching steps typically associated with SOI substrates.  相似文献   
56.
Nowadays, manufacturers have to share some of their resources with partners due to the competitive economic environment. The management of the availability periods of shared resources causes a problem because it is achieved by the scheduling systems, which assume a local environment where all resources are on the same site. Therefore, distributed scheduling with shared resources is an important research topic. In this communication, we introduce the architecture and behaviour of DSCEP framework (Distributed, Supervisor, Customer, Environment, and Producer) under shared resources situation with disturbances. We are using a simple example of manufacturing system to illustrate the ability of DSCEP framework to solve the shared resources scheduling problem in complex systems.  相似文献   
57.
A good model of object shape is essential in applications such as segmentation, detection, inpainting and graphics. For example, when performing segmentation, local constraints on the shapes can help where object boundaries are noisy or unclear, and global constraints can resolve ambiguities where background clutter looks similar to parts of the objects. In general, the stronger the model of shape, the more performance is improved. In this paper, we use a type of deep Boltzmann machine (Salakhutdinov and Hinton, International Conference on Artificial Intelligence and Statistics, 2009) that we call a Shape Boltzmann Machine (SBM) for the task of modeling foreground/background (binary) and parts-based (categorical) shape images. We show that the SBM characterizes a strong model of shape, in that samples from the model look realistic and it can generalize to generate samples that differ from training examples. We find that the SBM learns distributions that are qualitatively and quantitatively better than existing models for this task.  相似文献   
58.
The Dokan Reservoir dam is a concrete cylindrical arch with gravity abutments, located on the Lesser Zab River about 60 km from the city of Sulaimani in north‐eastern Iraq. A bathymetric survey was conducted in November 2014 for a period of 10 days, using an echo sounder of 200‐kHz single beam. The survey results indicated an annual average sediment deposition of 3.8 million m3. Thirty‐two sediment samples were collected from the reservoir bed. The ratio of gravel, sand, silt and clay was 15:14:48:23, respectively. The reservoir bed is covered mainly with silt. The sediments are composed of silty clay (77.6%), silty sandy clay (10%), sandy gravely silty clay (1.2%) and gravely sandy silty clay (1%).  相似文献   
59.
Engineers of the concrete technology are increasingly concerned with the material passing through a sieve of the size under 0.149 mm. Materials called very fine aggregate or mineral filler may affect the performance of concrete in an either positive or a negative way. Discussions on aggregate containing very fine material are vitally important. Washing the aggregate residue has been the sole way to solve this matter to date. This is mainly based on the debatable opinion that materials of this kind are regarded as clay material. The goal of the study was to determine how the content of mineral filler might affect properties of concrete. Two types of aggregates with different amounts of cement and mineral filler were used. Basically, mineral filler replaced sand. The effect of applying different amounts of mineral filler on concrete was then determined. The addition of 7-10% of mineral filler to fine aggregate (0-2 mm) was found to considerably improve the properties of concrete.  相似文献   
60.
The widespread availability of broadband internet access and the growth in server-based processing have provided an opportunity to run games away from the player into the cloud and offer a new promising service known as cloud gaming. The concept of cloud gaming is to render a game in the cloud and stream the resulting game scenes to the player as a video sequence over a broadband connection. To meet the stringent network bandwidth requirements of cloud gaming and support more players, efficient bit rate reduction techniques are needed. In this paper, we introduce the concept of game attention model (GAM), which is basically a game context-based visual attention model, as a means for reducing the bit rate of the streaming video more efficiently. GAM estimates the importance of each macro-block in a game frame from the player’s perspective and allows encoding the less important macro-blocks with lower bit rate. We have evaluated nine game video sequences, covering a wide range of game genre and a spectrum of scene content in terms of details, motion and brightness. Our subjective assessment shows that by integrating this model into the cloud gaming framework, it is possible to decrease the required bit rate by nearly 25 % on average, while maintaining a relatively high user quality of experience. This clearly enables players with limited communication resources to benefit from cloud gaming with acceptable quality.  相似文献   
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