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81.
Existing routing algorithms for 3D deal with regular mesh/torus 3D topologies. Today 3D NoCs are quite irregular, especially those with heterogeneous layers. In this paper, we present a routing algorithm targeting 3D networks-on-chip (NoCs) with incomplete sets of vertical links between adjacent layers. The routing algorithm tolerates multiple link and node failures, in the case of absence of NoC partitioning. In addition, it deals with congestion. The routing algorithm for 3D NoCs preserves the deadlock-free propriety of the chosen 2D routing algorithms. It is also scalable and supports a local reconfiguration that complements the reconfiguration of the 2D routing algorithms in case of failures of nodes or links. The algorithm incurs a small overhead in terms of exchanged messages for reconfiguration and does not introduce significant additional complexity in the routers. Theoretical analysis of the 3D routing algorithm is provided and validated by simulations for different traffic loads and failure rates.  相似文献   
82.
The focus of this paper is on the analysis of initial discrete state distinguishability notions for switching systems, in a discrete time setting. Moreover, the relationship between initial discrete state distinguishability and the problem of reconstructing the current discrete state is addressed.  相似文献   
83.
Following recent interest in the study of computer science problems in a game theoretic setting, we consider the well known bin packing problem where the items are controlled by selfish agents. Each agent is charged with a cost according to the fraction of the used bin space its item requires. That is, the cost of the bin is split among the agents, proportionally to their sizes. Thus, the selfish agents prefer their items to be packed in a bin that is as full as possible. The social goal is to minimize the number of the bins used. The social cost in this case is therefore the number of bins used in the packing.  相似文献   
84.
Payments are the locomotive behind any business domain. It has been predicted that mobile payments will become one of the most successful mobile services, and the security of payments is an important requirement. However, it is difficult to strongly authenticate mobile users remotely and provide an adequate level of non-repudiation of transactions. In this article, we argue that a nationwide public-key infrastructure supported by governmental bodies can be used in a mobile payment system. Not only does it provide strong security, but it also makes the system open to any mobile user, merchant, or financial service provider. Two payment protocols are described: one for virtual point-of-sale payments, and one for vending machine payments. We argue that such a system can be implemented using open development platforms, and its performance is adequate for enabling swift transactions. A prototype of a system which accepts virtual point-of-sale payments is implemented, and its performance and usability are evaluated.  相似文献   
85.
Reptiles represent an interesting animal model to investigate the influence of temperature on molecular circadian clocks. The ruin lizard Podarcis sicula lives in a continental climate and it is subjected to wide range of environmental temperatures during the course of the year. As consequence, ruin lizard daily activity pattern includes either the hibernation or periods of inactivity determined by hypothermia. Here we showed the rhythmic expression of two clock genes, lPer2 and lClock, in the liver of active lizards exposed to summer photo-thermoperiodic conditions. Interestingly, the exposition of lizards to hypothermic conditions, typical of winter season, induced a strong dampening of clock genes mRNA rhythmicity with a coincident decrease of levels. We also examined the qualitative and quantitative distribution of lPER2 and lCLOCK protein in different cellular compartments during the 24-h cycle. In the liver of active lizards both proteins showed a rhythmic expression profile in all cellular compartments. After 3 days at 6 degrees C, some temporal fluctuations of the lCLOCK and lPER2 are still detectable, although, with some marked modifications in respect to the values detected in the liver of active lizards. Besides demonstrating the influence of low temperature on the lizard liver circadian oscillators, present results could provide new essential information for comparative studies on the influence of temperature on the circadian system across vertebrate classes.  相似文献   
86.
MTranslatability     
Machine Translation of arbitrary input is difficult,but the output quality can be improved significantlyif writers create documents with MT in mind. Thisarticle deals with ``MTranslatability' – translatabilityof texts by MT systems. It identifies characteristics oftext that decrease MTranslatability and suggests waysto improve them. It also illustrates the effect of writingfor MTranslatability by showing before-and-after picturesof output from various commercially available MT systems,and gives an overview of tools that help identify and correctthe problems.  相似文献   
87.
88.
Electrochemical oxidation (decolorization/degradation) of blue and red commercial reactive azo dyes was carried out on boron-doped diamond (BDD) electrode. The effect of various quantities of FeSO(4) was investigated in the electro-Fenton reaction on BDD. Progress of dyes degradation during the electrolysis and electro-Fenton reaction was monitored by UV-visible absorption and by estimation of the chemical oxygen demand (COD). Direct electrolysis showed a limiting capacity for red and blue dye removal even at high current densities, e.g. maximum red color and COD removal were 70 and 20%, respectively at 30 mA cm(-2) after 300 min. Higher red and blue color removal efficiencies were achieved by electro-Fenton oxidation. Current density of 30 mA cm(-2) in the presence of 0.05 mmol/L of FeSO(4) resulted in the red color and COD removal of 98 and 96%, respectively. The optimum FeSO(4) concentration for the electro-Fenton reaction was determined to be 0.05 mmol/L. Instantaneous current efficiency (ICE) in the presence of FeSO(4) was almost three times higher than for experiments carried out without FeSO(4).  相似文献   
89.
Looking for more active and motivating methodological alternatives from the students’ perspective, which promote analysis and investigation abilities that make the student a more participative agent and some learning processes are facilitated, a practical study was conducted in the University of La Sabana (Chía, Colombia), in Computing Engineering (INF) and Agroindustrial Production Engineering (IPA) academic programs under the guiding question: Is Second Life an attractive tool for students, does it increment motivation, promote participation and facilitate learning processes in electronic related subjects in Engineering degrees?Second Life (SL) platform was then used as a traditional on-site class complement in electronic related subjects. A follow up was conducted with several groups during a year and a half, some students followed the subject with the traditional on-site methodology and others did it following a mixed methodology that combined traditional on-site lessons with virtual sessions trough SL, making a comparison and applying a quantitative as well as a qualitative methodology for the information analysis and recollection.After the specified study period it was found that using SL as part of the methodology, increments motivation toward electronic related subjects, and promotes participation and investigation, due to the fact that this tool makes learning possible in a funnier, more interactive and deeper way than if it had been taught in a master class. Having real-time access from a virtual classroom to all types of audiovisual information, helps more senses get involved in the learning process, making it more effective; nevertheless a weakness was detected related to the attention and concentration: students tend to get distracted, because their classroom is the computer and from there they have access not only to the many worlds of SL but to all the social networks and the Internet in general.  相似文献   
90.
Does the immersive design of an educational gaming environment affect learners’ virtual presence and how much do they learn? Does virtual presence affect learning? This study tries to answer these questions by examining the differences in virtual presence and learning outcomes in two different computer-based multimedia environments: a gaming environment with high immersive design vs. hypertext learning environment with low immersive design. As the main focus, the effect of virtual presence on learning is also explained and tested. By identifying virtual presence as a variable that may determine learning, it is argued that computer gaming environments present a new challenge for researchers to investigate, particularly, the effects of virtual presence on the immersive design of games in order to help designers to predict which instructional configurations will maximize learning performance. In general, results revealed that the high-immersive gaming environment leads to the strongest form of virtual presence but also decreased learning. Although regression analyses indicate that virtual presence positively influences trivial- and non-trivial learning outcomes, learners who learned in a low-immersive environment outperformed the gaming group. A mediation analysis showed that the relation between virtual presence and non-trivial learning outcomes is partly mediated through increased cognitive load.  相似文献   
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