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81.
In this work, we propose new techniques to analyze the behavior, the performance, and specially the scalability of High Performance Computing (in short, HPC) applications on different computing architectures. Our final objective is to test applications using a wide range of architectures (real or merely designed) and scaling it to any number of nodes or components. This paper presents a new simulation framework, called SIMCAN, for HPC architectures. The main characteristic of the proposed simulation framework is the ability to be configured for simulating a wide range of possible architectures that involve any number of components. SIMCAN is developed to simulate complete HPC architectures, but putting special emphasis on the storage and network subsystems. The SIMCAN framework can handle complete components (nodes, racks, switches, routers, etc.), but also key elements of the storage and network subsystems (disks, caches, sockets, file systems, schedulers, etc.). We also propose several methods to implement the behavior of HPC applications. Each method has its own advantages and drawbacks. In order to evaluate the possibilities and the accuracy of the SIMCAN framework, we have tested it by executing a HPC application called BIPS3D on a hardware-based computing cluster and on a modeled environment that represent the real cluster. We also checked the scalability of the application using this kind of architecture by simulating the same application with an increased number of computing nodes.  相似文献   
82.
Humanitarian Non-Governmental Organisations (NGOs) play a growing role in the response to natural disasters, but despite being largely demanded, there is no available decision support system (DSS) specifically designed to address their problem. In this paper we present a decision support system (DSS) to aid those Humanitarian NGOs concerned with the response to natural disasters. Such a DSS has been designed avoiding sophisticated methodologies that may exceed the infrastructural requirements and constraints of emergency management by NGOs. A data-based, two-level knowledge methodology which allows damage assessment of multiple disaster scenarios is presented in order to address that problem. Validation results show viability of our approach.  相似文献   
83.
Erosive runoff is a recurring problem and is a source of sometimes deadly muddy floods in the Pays de Caux (France). The risk results from a conjunction of natural factors and human activity. Efficient actions against runoff in agricultural watersheds are well known. However they are still difficult to implement as they require co-operation between stakeholders. Local actors thus need tools to help them understand the collective consequences of their individual decisions and help to initiate a process of negotiation between them. We decided to use a participatory approach called companion modelling (ComMod), and, in close collaboration with one of the first group of local stakeholders, to create a role-playing game (RPG) to facilitate negotiations on the future management of erosive runoff. This paper describes and discusses the development of the RPG and its use with other groups of local stakeholders within the framework of two game sessions organized by two different watershed management committees. During the joint construction step, stakeholders shared their viewpoints about the environment, agents, rules, and how to model runoff in preparation for the creation of the RPG. During the RPG sessions, two groups of eight players, including farmers, mayors and watershed advisors, were confronted with disastrous runoff in a fictive agricultural watershed. Results showed that they managed to reduce runoff by 20–50% by engaging a dialogue about grass strips, storage ponds and management of the intercrop period. However, further progress is still needed to better control runoff through the implementation of better agricultural practices because, during the RPG sessions, the watershed advisors did not encourage farmers to do so. Because of the complexity of management problems, results of jointly constructing the game and the RPG sessions showed that modelling and simulation can be a very useful way of accompanying the collective learning process. This new way of working was welcomed by the participants who expressed their interest in organizing further RPG sessions.  相似文献   
84.
In this paper we present adaptive algorithms for solving the uniform continuous piecewise affine approximation problem (UCPA) in the case of Lipschitz or convex functions. The algorithms are based on the tree approximation (adaptive splitting) procedure. The uniform convergence is achieved by means of global optimization techniques for obtaining tight upper bounds of the local error estimate (splitting criterion). We give numerical results in the case of the function distance to 2D and 3D geometric bodies. The resulting trees can retrieve the values of the target function in a fast way.  相似文献   
85.
86.
This paper presents a new procedure to construct families of spatial approximation-prediction functions which depend on several parameters. The method is based on partitions of the unity. In order to find optimal functions in these families we introduce a Vietoris simplicial set associated to an influence radius. We consider error estimators induced by these Vietoris simplicial sets. A computational implementation of these mathematical models has been developed to be applied to any kind of finite discrete data. Our methods provide a useful tool for the analysis of the spatial distribution of species, which is imperative for developing accurate and efficient management of endangered and invasive species, biological conservation programs, etc. We demonstrate the application of our method to the analysis of the spatial distribution of the grape moth Lobesia botrana (Lepidoptera: Tortricidae) in the vineyards of La Rioja obtaining useful results for the management of this pest.  相似文献   
87.
We report herein the use of a combined system for the analysis of the spoilage of wine when in contact with air. The system consists of a potentiometric electronic tongue and a humid electronic nose. The potentiometric electronic tongue was built with thick-film serigraphic techniques using commercially available resistances and conductors for hybrid electronic circuits; i.e. Ag, Au, Cu, Ru, AgCl, and C. The humid electronic nose was designed in order to detect vapours that emanate from the wine and are apprehended by a moist environment. The humid nose was constructed using a piece of thin cloth sewn, damped with distilled water, forming five hollows of the right size to introduce the electrodes. In this particular case four electrodes were used for the humid electronic nose: a glass electrode, aluminium (Al), graphite and platinum (Pt) wires and an Ag-AgCl reference electrode. The humid electronic nose together with the potentiometric electronic tongue were used for the evaluation of the evolution in the course of time of wine samples. Additionally to the analysis performed by the tongue and nose, the spoilage of the wines was followed via a simple determination of the titratable (total) acidity.  相似文献   
88.
This work explores the possibility of taking the structural characteristics of approaches to interaction design as a basis for the organization of interaction design patterns. The Universal Model of the User Interface (Baxley, 2003) is seen as well suited to this; however, in order to cover the full range of interaction design patterns the model had to be extended slightly. Four existing collections of interaction design patterns have been selected for an analysis in which the patterns have been mapped onto the extended model. The conclusion from this analysis is that the use of the model supports the process of building a pattern language, because it is predictive and helps to complete the language. If several pattern writers were to adopt the model, a new level of synergy could be attained among these pattern efforts. A concluding vision would be that patterns could be transferred freely between pattern collections to make them as complete as possible.  相似文献   
89.
We present a novel strategy for computing disparity maps from omni-directional stereo images obtained with fish-eye lenses in forest environments. At a first segmentation stage, the method identifies textures of interest to be either matched or discarded. Two of them are identified by applying the powerful Support Vector Machines approach. At a second stage, a stereovision matching process is designed based on the application of four stereovision matching constraints: epipolarity, similarity, uniqueness and smoothness. The epipolarity guides the process. The similarity and uniqueness are mapped once again through the Support Vector Machines, but under a different way to the previous case; after this an initial disparity map is obtained. This map is later filtered by applying the Discrete Simulated Annealing framework where the smoothness constraint is conveniently mapped. The combination of the segmentation and stereovision matching approaches makes the main contribution. The method is compared against the usage of simple features and combined similarity matching strategies.  相似文献   
90.
Within the framework of research that describes the processes of collaborative knowledge construction in computer-supported collaborative learning (CSCL) environments, the present work has three objectives: (i) the identification of the strategies of six small groups of university students for the elaboration of written products in a CSCL environment; (ii) seek relations between the identified writing strategies and the processes and phases of collaborative knowledge construction in the groups; and (iii) relate these strategies and phases with the learning results obtained by the groups. We carried out a multiple-case study, with the analysis of four different didactic sequences, in two different virtual learning and teaching settings. In each setting, three student groups were studied, where each had to collaboratively develop between four and eight written products. For all the studied groups, the analysis enabled the identification of five types of strategies in the preparation of the elaboration of written products, and four types of phases of collaborative knowledge construction, which are interrelated and also connected with the grades that the groups obtained in each case.  相似文献   
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