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31.
Florian Matthes 《Informatik-Spektrum》2008,31(6):527-536
Zusammenfassung Anwendungslandschaften in Unternehmen sind langlebige hoch-komplexe Strukturen bestehend aus hunderten bis tausenden von miteinander
vernetzten betrieblichen Informationssystemen, die von Personen mit sehr unterschiedlichen Interessen und Erfahrungshintergrund
konzipiert, erstellt, modifiziert, betrieben, genutzt und finanziert werden. Die Softwarekartographie zielt darauf ab, die
Kommunikation zwischen diesen Personen durch zielgruppenspezifische verst?ndliche graphische Visualisierungen zu unterstützen,
die Gesch?fts- und Informatik-Aspekte gleicherma?en berücksichtigen, und die speziell für langfristige und strategische Management-Betrachtungen
geeignet sind.
In diesem Beitrag fassen wir zun?chst die in der betrieblichen Praxis wohlbekannten Probleme beim Management von Anwendungslandschaften
zusammen und diagnostizieren erhebliche Kommunikationsdefizite. Da Anwendungslandschaften als Systeme von Systemen mit Menschen
als integrale Systembestandteile zu verstehen sind, werden Karten als attraktiver L?sungsansatz identifiziert und die wesentlichen
Konzepte der Softwarekartographie anhand von Beispielen vorgestellt. Dabei werden Querbezüge zu anderen Fachgebieten der Informatik
und Wirtschaftsinformatik hergestellt, und die bisherige Nutzung der Forschungsergebnisse in der Praxis gezeigt. 相似文献
32.
Average consensus in networks of dynamic agents with switching topologies and multiple time-varying delays 总被引:5,自引:0,他引:5
In this paper, we discuss average consensus problem in undirected networks of dynamic agents with fixed and switching topologies as well as multiple time-varying communication delays. By employing a linear matrix inequality method, we prove that all the nodes in the network achieve average consensus asymptotically for appropriate communication delays if the network topology is connected. Particularly, several feasible linear matrix inequalities are established to determine the maximal allowable upper bound of time-varying communication delays. Numerical examples are given to demonstrate the effectiveness and the sharpness of the theoretical results. 相似文献
33.
Wei Li Zhang Wei Pan Bin Luo Xi Hua Zou Meng Yao Wang 《Photonics Technology Letters, IEEE》2008,20(9):712-714
A theoretical construction of one-to-many (OTM) and many-to-one (MTO) chaos synchronization communications using semiconductor lasers is presented. One center laser provides strong injections (strong link) to other side lasers, and the side lasers also provide weak injections (weak link) to the center one. Simulation results show that the side lasers synchronize with the center laser through injection-locking. In addition, messages transmitted via the strong links or the weak links experience strong chaos pass filtering, enabling us to realize OTM and MTO communications. 相似文献
34.
基于MoCA标准的家庭网络研究 总被引:1,自引:0,他引:1
本文描述了一种基于MOCA标准的家庭网络,并对该网络及设备进行了基本性能的测试.本文首先介绍了家庭网络的发展现状,对目前的各种家庭网络标准进行了比较.在此基础上详细描述了基于MOCA标准的家庭网络,并对该网络的设计,实现、网络性能进行了详述.然后对该网络进行了测试并得出了相关的测试结论.最后指出该网络的不足及改进之处. 相似文献
35.
镁钴铝类水滑石催化合成安息香甲醚 总被引:1,自引:0,他引:1
采用共沉淀法制备了镁钴铝类水滑石化合物(MgCoAl-HTLcs),并用 X 射线衍射、扫描电子显微镜、NH_3程序升温脱附等方法对 MgCoAl-HTLcs 进行了表征,并以 MgCoAl-HTLcs 为催化剂催化苯甲醛与甲醇反应合成安息香甲醚,研究了n(Mg):n(Co):n(Al)、催化剂用量、原料配比、反应温度、反应时间对合成反应的影响。表征结果显示,MgCoAl-HTLcs 的晶相完整,表面主要为弱酸、弱碱性。催化合成安息香甲醚的适宜条件为:MgCoAl-HTLcs 催化剂用量0.10 g(约为原料总质量的0.23%),n(Mg):n(Co):n(Al)=0.4:1.6:1.0,V(苯甲醛):V(甲醇)=3:50,反应温度50℃,反应时间150 min。在此条件下,苯甲醛的平衡转化率达77.49%,安息香甲醚选择性接近100%。为洁净合成安息香甲醚开辟了一条新的途径。 相似文献
36.
Carlos Fernandes Agostinho C. Rosa 《Soft Computing - A Fusion of Foundations, Methodologies and Applications》2008,12(10):955-979
Mate selection plays a crucial role in both natural and artificial systems. While traditional Evolutionary Algorithms (EA)
usually engage in random mating strategies, that is, mating chance is independent of genotypic or phenotypic distance between
individuals, in natural systems non-random mating is common, which means that somehow this mechanism has been favored during
the evolutionary process. In non-random mating, the individuals mate according to their parenthood or likeness. Previous studies
indicate that negative assortative mating (AM)—also known as dissortative mating—, which is a specific type of non-random mating, may improve EAs performance by maintaining the genetic diversity of the
population at a higher level during the search process. In this paper we present the Variable Dissortative Mating Genetic Algorithm (VDMGA). The algorithm holds a mechanism that varies the GA’s mating restrictions during the run by means of simple rule
based on the number of chromosomes created in each generation and indirectly influenced by the genetic diversity of the population.
We compare VDMGA not only with traditional Genetic Algorithms (GA) but also with two preceding non-random mating EAs: the
CHC algorithm and the negative Assortative Mating Genetic Algorithm (nAMGA). We intend to study the effects of the different methods in the performance of GAs and verify the reliability of
the proposed algorithm when facing an heterogeneous set of landscapes. In addition, we include the positive Assortative Mating Genetic Algorithm (pAMGA) in the experiments in order test both negative and positive AM mechanisms, and try to understand if and when negative
AM (or DM) speeds up the search process or enables the GAs to escape local optima traps. For these purposes, an extensive
set of optimization test problems was chosen to cover a variety of search landscapes with different characteristics. Our results
confirm that negative AM is effective in leading EAs out of local optima traps, and show that the proposed VDMGA is at least
as efficient as nAMGA when applied to the range of our problems, being more efficient in very hard functions were traditional
GAs usually fail to escape local optima. Also, scalability tests have been made that show VDMGA ability to decrease optimal
population size, thus reducing the amount of evaluations needed to attain global optima. We like to stress that only two parameters
need to be hand-tuned in VDMGA, thus reducing the tuning effort present in traditional GAs and nAMGA. 相似文献
37.
38.
Feng Wang Chong-Wah Ngo Ting-Chuen Pong 《Multimedia, IEEE Transactions on》2008,10(5):926-935
39.
Somsak Vanit-Anunchai Jonathan Billington Guy Edward Gallasch 《International Journal on Software Tools for Technology Transfer (STTT)》2008,10(1):29-56
State space explosion is a key problem in the analysis of finite state systems. The sweep-line method is a state exploration
method which uses a notion of progress to allow states to be deleted from memory when they are no longer required. This reduces
the peak number of states that need to be stored, while still exploring the full state space. The technique shows promise
but has never achieved reductions greater than about a factor of 10 in the number of states stored in memory for industrially
relevant examples. This paper discusses sweep-line analysis of the connection management procedures of a new Internet standard,
the Datagram Congestion Control Protocol (DCCP). As the intuitive approaches to sweep-line analysis are not effective, we
introduce new variables to track progress. This creates further state explosion. However, when used with the sweep-line, the
peak number of states is reduced by over two orders of magnitude compared with the original. Importantly, this allows DCCP
to be analysed for larger parameter values.
Somsak Vanit-Anunchai was partially supported by an Australian Research Council Discovery Grant (DP0559927) and Suranaree
University of Technology.
Guy Edward Gallasch was supported by an Australian Research Council Discovery Grant (DP0559927). 相似文献
40.
Takeshi Shiofuku Norihiro Abe Yoshihiro Tabuchi Hirokazu Taki Shoujie He 《Artificial Life and Robotics》2008,13(1):290-293
This paper presents an approach of measuring in real-time the vector of finger that is pointing to an object. DSP is used
in the operation processing unit in order to do the real-time processing. The steps include the extraction of flesh-colored
regions from an image, the labeling of the flesh-colored regions, and the detection of two characteristic positions on the
finger so that the direction that the finger is pointing at will be calculated. The entire process takes about 29 msec, which
makes it possible to have the frame rate of 34 fps. With this frame rate, this measurement approach is considered real-time
and promising to be merged into other application systems.
This work was presented in part at the 13th International Symposium on Artificial Life and Robotics, Oita, Japan, January
31–February 2, 2008 相似文献