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41.
42.
Three fifth grade highly aggressive students participated in a study examining effects of an aggression intervention game. Using single-subject multiple baseline research design, the effect of the game was measured across three domains: attribution of peer intent (cognitive), emotional response (affective) and behavior response (behavioral). The results indicate that, while there were observable individual differences, the game had an immediate impact on attribution of peer behavior across all participants, had a less predictable impact on reported behavioral reactions, and had no discernable impact on reported emotional response. Theoretical and practical implications of the study are discussed. 相似文献
43.
Bo Markussen Jon Sporring Kenny Erleben 《Journal of Mathematical Imaging and Vision》2008,31(2-3):195-205
Given a flow field parallel to isophote normals, a normal flow field, we seek a unobservable tangential field as the minimum of a general energy functional of the total field. We generalize existing methods to any linear, differential operator order on the combined field while keeping the projection onto the isophote normal constant. We discuss invariant flow fields, present a novel iterative solution based on Euler-Lagrange equations, prove continuous convergence, and give synthetic examples for common energy functionals. Possible uses are: estimating physical flow in image sequences, estimating human growth processes, and co-warping textures in animation sequences. 相似文献
44.
Andreas Petlund Paul Beskow Jon Pedersen Espen Søgård Paaby Carsten Griwodz Pål Halvorsen 《Multimedia Tools and Applications》2009,45(1-3):33-60
A large number of network services rely on IP and reliable transport protocols. For applications that provide abundant data for transmission, loss is usually handled satisfactorily, even if the application is latency-sensitive (Wang et al. 2004). For data streams where small packets are sent intermittently, however, applications can occasionally experience extreme latencies (Griwodz and Halvorsen 2006). As it is not uncommon that such thin-stream applications are time-dependent, any unnecessarily induced delay can have severe consequences for the service provided. Massively Multiplayer Online Games (MMOGs) are a defining example of thin streams. Many MMOGs (like World of Warcraft and Age of Conan) use TCP for the benefits of reliability, in-order delivery and NAT/firewall traversal. It has been shown that TCP has several shortcomings with respect to the latency requirements of thin streams because of the way it handles retransmissions (Griwodz and Halvorsen 2006). As such, an alternative to TCP may be SCTP (Stewart et al. 2000), which was originally developed to meet the requirements of signaling transport. In this paper, we evaluate the Linux-kernel SCTP implementation in the context of thin streams. To address the identified latency challenges, we propose sender-side only enhancements that reduce the application-layer latency in a manner that is compatible with unmodified receivers. These enhancements can be switched on by applications and are used only when the system identifies the stream as thin. To evaluate the latency performance, we have performed several tests over various real networks and over an emulated network, varying parameters like RTT, packet loss and amount of competing cross traffic. When comparing our modifications with SCTP on Linux and FreeBSD and TCP New Reno, our results show great latency improvements and indicate the need for a separate handling of thin and thick streams. 相似文献
45.
Completions of linear time varying singular systems of the formE(t)x(t)+F(t)x(t)=f(t) are explicitly computed using recent results on rational matrix functions. The algorithm and the theory behind it are carefully described. Computational issues are discussed.Research supported in part by the U.S. Army Research Office under DAAL03-89-D-0003, and the National Science Foundation under ECS-9012909. 相似文献
46.
Bioimaging: Shaping Luminescent Properties of Yb3+ and Ho3+ Co‐Doped Upconverting Core–Shell β‐NaYF4 Nanoparticles by Dopant Distribution and Spacing (Small 47/2017) 下载免费PDF全文
47.
Neng Li Shuai Huang Guodong Zhang Renyao Qin Wei Liu Huaping Xiong Gongqi Shi Jon Blackburn 《材料科学技术学报》2019,35(2):242-269
Recent efforts and advances in additive manufacturing (AM) on different types of new materials are presented and reviewed. Special attention is paid to the material design of cladding layers, the choice of feedstock materials, the metallurgical behavior and synthesis principle during the AM process, and the resulted microstructures and properties, as well as the relationship between these factors. Thereafter, the trend of development in the future is forecasted, including: Effects of the particles size and size distribution of powders; Approaches for producing fine microstructures; Opportunities for creating new materials by AM; Wide applications in reconditioning of damaged components; Challenges for deep understanding and applications of the AMed new materials. The idea of “Develop Materials” or “Create Materials” by AM is highlighted, but a series of scientific, technological and engineering problems remain to be solved in future. 相似文献
48.
49.
A problem of allocating resources of a grid to workflow applications is considered. The problem consists, generally, in allocating
distributed grid resources to tasks of a workflow in such a way that the resource demands of each task are satisfied. Grid
resources are divided into computational resources and network resources. Computational tasks and transmission tasks of a
workflow are distinguished. We present a model of the problem, and an algorithm for finding feasible resource allocations.
A numerical example is included, showing the importance of the resource allocation phase on a grid. Some conclusions and directions
for future research are given. 相似文献
50.
Mobile devices could facilitate human interaction and access to knowledge resources anytime and anywhere. With respect to wide application possibilities of mobile learning, investigating learners’ acceptance towards it is an essential issue. Based on activity theory approach, this research explores positive factors for the acceptance of m-learning systems. In the research, we developed an m-learning system for learners’ knowledge management and invited 152 participants who knew how to use the m-learning system then report on their experience. The results show that enhancing learners’ satisfaction, encouraging learners’ autonomy, empowering system functions, and enriching interaction and communication activities have a significant positive influence on the acceptance of m-learning systems. 相似文献