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111.
The specifics of business intelligence systems compared to operational IS motivate the necessity to research the business intelligence systems acceptance determinants separately. The authors followed an exploratory approach in order to conceptualize a business intelligence acceptance model. Their findings show that in the Business Intelligence Systems context, there is a significant emphasis on organizational factors, such as result demonstrability, social influence, and facilitating conditions with sufficient resources that help build an adequate information culture all substantially influencing the effective acceptance of business intelligence systems. 相似文献
112.
Batch sequencing and cooperation 总被引:1,自引:0,他引:1
Game theoretic analysis of sequencing situations has been restricted to manufacturing systems which consist of machines that can process only one job at a time. However, in many manufacturing systems, operations are carried out by batch machines which can simultaneously process multiple jobs. This paper aims to extend the game theoretical approach to the cost allocation problems arising from sequencing situations on systems that consist of batch machines. To analyze the allocation problem at hand, it focusses on the existence of core elements, convexity, and the Shapley value. 相似文献
113.
In this article, the neural network approach is exploited for development of bias‐dependent small‐signal and noise models of a class of microwave field effect transistor (FETs) made in the same technology but differing in the gate width. The prior knowledge neural approach is applied. Introducing gate width at the input of proposed neural networks, as well as the S/noise parameters of a device that belongs to the same class as the modeled device representing the prior knowledge, leads to very accurate scattering and noise parameters' modeling, as exemplified by modeling of class of pseudomorphic high electron mobility transistor (pHEMT) devices. © 2012 Wiley Periodicals, Inc. Int J RF and Microwave CAE, 2013. 相似文献
114.
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
115.
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
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118.
Miloš Hašan Edgar Velázquez‐Armendáriz Fabio Pellacini Kavita Bala 《Computer Graphics Forum》2008,27(4):1105-1114
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
119.
Franjo Ivančić Zijiang Yang Malay K. Ganai Aarti Gupta Pranav Ashar 《Theoretical computer science》2008
This paper discusses our methodology for formal analysis and automatic verification of software programs. It is applicable to a large subset of the C programming language that includes pointer arithmetic and bounded recursion. We consider reachability properties, in particular whether certain assertions or basic blocks are reachable in the source code, or whether certain standard property violations can occur. We perform this analysis via a translation to a Boolean circuit representation based on modeling basic blocks. The program is then analyzed by a back-end SAT-based bounded model checker, where each unrolling is mapped to one step in a block-wise execution of the program. 相似文献
120.
The interaction spaces between instructors and learners in the traditional face-to-face classroom environment are being changed by the diffusion and adoption of many forms of computer-based pedagogy. An integrated understanding of these evolving interaction spaces together with how they interconnect and leverage learning are needed to develop meaningful strategies for effective teaching and learning. The 18i collaborative interaction spaces model was designed based on constructivist principles, and describes 18 mixed instructor–learner spaces contextualized at a finer operational scale that makes explicit a wider range of interactions. The model was implemented during the life cycle of an undergraduate GIS-based multimedia cartography course. One output was the generation of a repository of rule-based trajectory plans for rapid planning and problem solving. The model provides an integrated workflow to manage course contents, products, interactions, individuality, and learning styles in blended environments. 相似文献