首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   4291篇
  免费   354篇
  国内免费   5篇
电工技术   54篇
化学工业   1179篇
金属工艺   148篇
机械仪表   100篇
建筑科学   124篇
矿业工程   21篇
能源动力   115篇
轻工业   653篇
水利工程   37篇
石油天然气   33篇
无线电   238篇
一般工业技术   998篇
冶金工业   190篇
原子能技术   23篇
自动化技术   737篇
  2023年   69篇
  2022年   98篇
  2021年   186篇
  2020年   134篇
  2019年   150篇
  2018年   238篇
  2017年   237篇
  2016年   261篇
  2015年   178篇
  2014年   236篇
  2013年   473篇
  2012年   261篇
  2011年   275篇
  2010年   247篇
  2009年   214篇
  2008年   147篇
  2007年   114篇
  2006年   95篇
  2005年   48篇
  2004年   47篇
  2003年   54篇
  2002年   48篇
  2001年   39篇
  2000年   40篇
  1999年   36篇
  1998年   33篇
  1997年   23篇
  1996年   36篇
  1995年   33篇
  1994年   41篇
  1993年   34篇
  1992年   25篇
  1991年   20篇
  1990年   21篇
  1989年   19篇
  1988年   17篇
  1987年   20篇
  1986年   25篇
  1985年   35篇
  1984年   32篇
  1983年   32篇
  1982年   32篇
  1981年   24篇
  1980年   23篇
  1979年   20篇
  1977年   20篇
  1976年   20篇
  1975年   20篇
  1974年   18篇
  1973年   19篇
排序方式: 共有4650条查询结果,搜索用时 187 毫秒
61.
We study the price of anarchy and the structure of equilibria in network creation games. A network creation game is played by n players {1,2,…,n}, each identified with a vertex of a graph (network), where the strategy of player i, i=1,…,n, is to build some edges adjacent to i. The cost of building an edge is α>0, a fixed parameter of the game. The goal of every player is to minimize its creation cost plus its usage cost. The creation cost of player i is α times the number of built edges. In the SumGame variant, the usage cost of player i is the sum of distances from i to every node of the resulting graph. In the MaxGame variant, the usage cost is the eccentricity of i in the resulting graph of the game. In this paper we improve previously known bounds on the price of anarchy of the game (of both variants) for various ranges of α, and give new insights into the structure of equilibria for various values of α. The two main results of the paper show that for α>273?n all equilibria in SumGame are trees and thus the price of anarchy is constant, and that for α>129 all equilibria in MaxGame are trees and the price of anarchy is constant. For SumGame this answers (almost completely) one of the fundamental open problems in the field—is price of anarchy of the network creation game constant for all values of α?—in an affirmative way, up to a tiny range of α.  相似文献   
62.
We study the properties of Braess’s paradox in the context of the model of congestion games with flow over time introduced by Koch and Skutella. We compare them to the well known properties of Braess’s paradox for Wardrop’s model of games with static flows. We show that there are networks which do not admit Braess’s paradox in Wardrop’s model, but which admit it in the model with flow over time. Moreover, there is a topology that admits a much more severe Braess’s ratio for this model. Further, despite its symmetry for games with static flow, we show that Braess’s paradox is not symmetric for flows over time. We illustrate that there are network topologies which exhibit Braess’s paradox, but for which the transpose does not. Finally, we conjecture a necessary and sufficient condition of existence of Braess’s paradox in a network, and prove the condition of existence of the paradox either in the network or in its transpose.  相似文献   
63.
64.
Rendering animations of scenes with deformable objects, camera motion, and complex illumination, including indirect lighting and arbitrary shading, is a long‐standing challenge. Prior work has shown that complex lighting can be accurately approximated by a large collection of point lights. In this formulation, rendering of animation sequences becomes the problem of efficiently shading many surface samples from many lights across several frames. This paper presents a tensor formulation of the animated many‐light problem, where each element of the tensor expresses the contribution of one light to one pixel in one frame. We sparsely sample rows and columns of the tensor, and introduce a clustering algorithm to select a small number of representative lights to efficiently approximate the animation. Our algorithm achieves efficiency by reusing representatives across frames, while minimizing temporal flicker. We demonstrate our algorithm in a variety of scenes that include deformable objects, complex illumination and arbitrary shading and show that a surprisingly small number of representative lights is sufficient for high quality rendering. We believe out algorithm will find practical use in applications that require fast previews of complex animation.  相似文献   
65.
Recent trends in manufacturing and health care move these two work systems closer together from a system ergonomics point of view. Individual treatment of products, especially patients, by specialists in a distributed environment demand information technology (IT)‐based support suitable for complex systems. IT‐based support of processes in complex systems is difficult due to the lack of standard processes. IT support also means to rethink processes to use efficiency potentials. Close cooperation of users and software developers is needed to increase the ergonomic quality of the system. Therefore, suitable tools are needed: UML is available as the standard industry modeling language, Zope/Plone as the quasi‐standard for content management systems, SimPy as an object‐oriented simulation tool for event‐triggered processes, and ACT‐R as a powerful cognitive architecture for simulation of human information processes. The integration of these tools enables system‐ergonomic support of processes in the complex work system as well as of the development and deployment process. It is the base of an integral system‐ergonomic approach for IT‐based process management. Knowledge gained during process analysis either enters models or leads to the extension and adaptation of the tool chain. The models serve as basis for discussion among system ergonomists, programmers, and specialists from the work system. Further, they are understood by simulation and process support tools. Transcoding efforts between humans with different professional backgrounds and machines are reduced, and the flexibility demanded by complex systems is met. © 2008 Wiley Periodicals, Inc.  相似文献   
66.
The benefits of software reuse have been studied for many years. Several previous studies have observed that reused software has a lower defect density than newly built software. However, few studies have investigated empirically the reasons for this phenomenon. To date, we have only the common sense observation that as software is reused over time, the fixed defects will accumulate and will result in high-quality software. This paper reports on an industrial case study in a large Norwegian Oil and Gas company, involving a reused Java class framework and two applications that use that framework. We analyzed all trouble reports from the use of the framework and the applications according to the Orthogonal Defect Classification (ODC), followed by a qualitative Root Cause Analysis (RCA). The results reveal that the framework has a much lower defect density in total than one application and a slightly higher defect density than the other. In addition, the defect densities of the most severe defects of the reused framework are similar to those of the applications that are reusing it. The results of the ODC and RCA analyses reveal that systematic reuse (i.e. clearly defined and stable requirements, better design, hesitance to change, and solid testing) lead to lower defect densities of the functional-type defects in the reused framework than in applications that are reusing it. However, the different “nature” of the framework and the applications (e.g. interaction with other software, number and complexity of business logic, and functionality of the software) may confound the causal relationship between systematic reuse and the lower defect density of the reused software. Using the results of the study as a basis, we present an improved overall cause–effect model between systematic reuse and lower defect density that will facilitate further studies and implementations of software reuse.
Anita GuptaEmail:
  相似文献   
67.
This paper presents a methodology to apply speech technology for compensating sensory, motor, cognitive and affective usage difficulties. It distinguishes (1) an analysis of accessibility and technological issues for the identification of context-dependent user needs and corresponding opportunities to include speech in multimodal user interfaces, and (2) an iterative generate-and-test process to refine the interface prototype and its design rationale. Best practices show that such inclusion of speech technology, although still imperfect in itself, can enhance both the functional and affective information and communication technology-experiences of specific user groups, such as persons with reading difficulties, hearing-impaired, intellectually disabled, children and older adults.
Khiet P. TruongEmail:
  相似文献   
68.
69.
The electrical conductivity and morphology of thick (up to 3 mm) porous polypyrrole (PPy) layers produced electrochemically from pyrrole in acetonitrile (ACN) solutions have been studied. The electrical conductivity of pressed porous layers ranges from 1 to 10 Scm–1, which is about one order of magnitude less than that in films which were prepared under similar conditions but without PnClCr. Analysis of the temperature dependence of conductivity has confirmed the major role of hopping in relation to tunnelling in charge transport inside the PPy layers even at lower temperatures. Scanning electron microscopy (SEM) showed a globular structure, which is different from the usual cauliflower-like structure of PPy films prepared without any oxidizing agent. Globular particles of about 1–3 m diameter have been found under a thin smooth crust on the electrode side of the sample. Globular particles form linked chain-like or larger round formations poorly filling the space. Closely packed fibrils of about 20 nm diameter and over 100 nm in length were found inside the aggregates.  相似文献   
70.
Applications requiring variable-precision arithmetic often rely on software implementations because custom hardware is either unavailable or too costly to build. By using the flexibility of the Xilinx XC4010 field programmable gate arrays, we present a hardware implementation of square root that is easily tailored to any desired precision. Our design consists of three types of modules: a control logic module, a data path module to extend the precision in 4-bit increments, and an interface module to span multiple chips. Our data path design avoids the common problem of large fan-out delay in the critical path. Cycle time is independent of precision, and operation latency can be independent of interchip communication delays.Notation Sj square root digit of weight 2–j - S j {–1, 0, 1} - S[j] computed square root value as of stepj - S j s sign bit in the representation ofS j in sign and magnitude form - S j m magnitude bit in the representation ofS j in sign and magnitude form - w[j] residual at stepj in two's complement carry-save representation - a sum vector in the carry-save representation of 2w[j] - b carry vector in the carry-save representation of 2w[j] - a i bit of weight 2–i in the sum vector,a - bi bit of weight 2–i in the carry vector,b - T[j]=–S[j – 1]sj – s j 2 2–(j+1) T i bit of weight 2–i inT  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号