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991.
The capacity of the electric double layer at the interfaces Hg/molten NaAlCl4 and Pt/molten NaAlCl4 was determined and the influence of the surface-active substances tetramethylammonium chloride and urea was investigated. The dependence of the capacity on the electrode potential was found to agree with a model proposed by Parsons.  相似文献   
992.
Holistic schedulability analysis for multipacket messages in AFDX networks   总被引:1,自引:0,他引:1  
The ARINC-664, Part 7 (AFDX) standard defines a communication network based on Ethernet and the UDP/IP protocols. Contrary to general-purpose Ethernet, the timing behavior in AFDX is deterministic due to the use of special network switches and end systems with static routing tables and traffic policing at the sending end through mechanisms called virtual links. Even though the latencies in this network are bounded, there are scheduling and contention effects that need to be analyzed. In this paper we develop a response-time analysis for multipacket messages transmitted through an AFDX network including the scheduling of the virtual links and sub-virtual links, and also the contention in the end systems and in the switches. This analysis allows us to obtain worst-case latencies and output jitter for the network messages with a precise modeling of the sending and receiving ends. These results can be integrated in a holistic approach with the response time analysis of the threads in the processing nodes to obtain end-to-end response times in heterogeneous distributed systems.  相似文献   
993.
The automotive industry invests substantial amounts of money in driver-security and driver-assistance systems. We propose an overtaking detection system based on visual motion cues that combines feature extraction, optical flow, solid-objects segmentation and geometry filtering, working with a low-cost compact architecture based on one focal plane and an on-chip embedded processor. The processing is divided into two stages: firstly analog processing on the focal plane processor dedicated to image conditioning and relevant image-structure selection, and secondly, vehicle tracking and warning-signal generation by optical flow, using a simple digital microcontroller. Our model can detect an approaching vehicle (multiple-lane overtaking scenarios) and warn the driver about the risk of changing lanes. Thanks to the use of tightly coupled analog and digital processors, the system is able to perform this complex task in real time with very constrained computing resources. The proposed method has been validated with a sequence of more than 15,000 frames (90 overtaking maneuvers) and is effective under different traffic situations, as well as weather and illumination conditions.  相似文献   
994.
Parallel machines are extensively used to increase computational speed in solving different scientific problems. Various topologies with different properties have been proposed so far and each one is suitable for specific applications. Pyramid interconnection networks have potentially powerful architecture for many applications such as image processing, visualization, and data mining. The major advantage of pyramids which is important for image processing systems is hierarchical abstracting and transferring the data toward the apex node, just like the human being vision system, which reach to an object from an image. There are rapidly growing applications in which the multidimensional datasets should be processed simultaneously. For such a system, we need a symmetric and expandable interconnection network to process data from different directions and forward them toward the apex. In this paper, a new type of pyramid interconnection network called Non-Flat Surface Level (NFSL) pyramid is proposed. NFSL pyramid interconnection networks constructed by L-level A-lateral-base pyramids that are named basic-pyramids. So, the apex node is surrounded by the level-one surfaces of NFSL that are the first nearest level of nodes to apex in the basic pyramids. Two topologies which are called NFSL-T and NFSL-Q originated from Trilateral-base and Quadrilateral-base basic-pyramids are studied to exemplify the proposed structure. To evaluate the proposed architecture, the most important properties of the networks are determined and compared with those of the standard pyramid networks and its variants.  相似文献   
995.
In the search for new paradigms to simplify multithreaded programming, Transactional Memory (TM) is currently being advocated as a promising alternative to deadlock-prone lock-based synchronization. In this way, future many-core CMP architectures may need to provide hardware support for TM. On the other hand, power dissipation constitutes a first class consideration in multicore processor designs. In this work, we propose Selective Dynamic Serialization (SDS) as a new technique to improve energy consumption without degrading performance in applications with conflicting transactions by avoiding wasted work due to aborted transactions. Our proposal, which is implemented on top of a hardware transactional memory (HTM) system with an eager conflict management policy, detects and serializes conflicting transactions dynamically (at run-time). In its simplest form, in case of conflict, one transaction is allowed to continue whilst the rest are completely stalled. Once the executing transaction has finished, it wakes up several of the stalling transactions. More elaborated implementations of SDS try to delay this behavior until serialization of transactions is profitable, achieving the best trade-off between performance, energy savings and network traffic. SDS implementations differ from each other in the condition that triggers the serialization mode. We have evaluated several SDS schemes using GEMS, a full-system simulator implementing the LogTM-SE Eager–Eager HTM system, and several benchmarks from the STAMP suite. Results for a 16-core CMP show that SDS obtains reductions of 6 % on average in energy consumption (more than 20 % in high contention scenarios) in a wide range of benchmarks without affecting, on average, execution time. At the same time, network traffic level is also reduced by 22 %.  相似文献   
996.
Trajectory planning is an essential part of systems controlling autonomous entities such as vehicles or robots. It requires not only finding spatial curves but also that dynamic properties of the vehicles (such as speed limits for certain maneuvers) must be followed. In this paper, we present an approach for augmenting existing path planning methods to support basic dynamic constraints, concretely speed limit constraints. We apply this approach to the well known A* and state-of-the-art Theta* and Lazy Theta* path planning algorithms. We use a concept of trajectory planning based on a modular architecture in which spatial and dynamic parts can be easily implemented. This concept allows dynamic aspects to be processed during planning. Existing systems based on a similar concept usually add dynamics (velocity) into spatial curves in a post-processing step which might be inappropriate when the curves do not follow the dynamics. Many existing trajectory planning approaches, especially in mobile robotics, encode dynamic aspects directly in the representation (e.g. in the form of regular lattices) which requires a precise knowledge of the environmental and dynamic properties of particular autonomous entities making designing and implementing such trajectory planning approaches quite difficult. The concept of trajectory planning we implemented might not be as precise but the modular architecture makes the design and implementation easier because we can use (modified) well known path planning methods and define models of dynamics of autonomous entities separately. This seems to be appropriate for simulations used in feasibility studies for some complex autonomous systems or in computer games etc. Our basic implementation of the augmented A*, Theta* and Lazy Theta* algorithms is also experimentally evaluated. We compare (i) the augmented and basic A*, Theta* and Lazy Theta* algorithms and (ii) optimizing of augmented Theta* and Lazy Theta* for distance (the trajectory length) and duration (time needed to move through the trajectory).  相似文献   
997.
Nowadays, the chattering problem in sliding mode control is one of the most important points to consider in real-time applications. To address this problem, a real-time robust altitude control scheme is proposed for the efficient performance of a Quad-rotor aircraft system using a continuous sliding mode control. The sensing of altitude measurement sensing is performed by a pressure sensor in order to obtain a robust altitude control of the vehicle in hovering mode both indoor and outdoor. The altitude measurement has the advantage of introducing this state information directly in the closed loop control which should be very useful for achieving robust stabilization of the altitude control. Accordingly, we propose a sliding mode control strategy without chattering. The sliding mode control proposed removes the chattering phenomenon by replacing a sign function with a high-slope saturation function. The control algorithm is derived from the Lyapunov stability theorem. Moreover, we have assumed that the actuators are able to respond quickly and accurately and we have not enforced limits on the control signals for a real-time application. Finally, to verify the satisfactory performance of proposed nonlinear control law, several simulations and experimental results of the Chattering-free sliding mode control for the Quad-rotor aircraft in the presence of bounded disturbances are presented.  相似文献   
998.
A fault-tolerant method for stabilization and navigation of 3D heterogeneous formations is proposed in this paper. The presented Model Predictive Control (MPC) based approach enables to deploy compact formations of closely cooperating autonomous aerial and ground robots in surveillance scenarios without the necessity of a precise external localization. Instead, the proposed method relies on a top-view visual relative localization provided by the micro aerial vehicles flying above the ground robots and on a simple yet stable visual based navigation using images from an onboard monocular camera. The MPC based schema together with a fault detection and recovery mechanism provide a robust solution applicable in complex environments with static and dynamic obstacles. The core of the proposed leader-follower based formation driving method consists in a representation of the entire 3D formation as a convex hull projected along a desired path that has to be followed by the group. Such an approach provides non-collision solution and respects requirements of the direct visibility between the team members. The uninterrupted visibility is crucial for the employed top-view localization and therefore for the stabilization of the group. The proposed formation driving method and the fault recovery mechanisms are verified by simulations and hardware experiments presented in the paper.  相似文献   
999.
Among the non-monotonic reasoning processes, abduction is one of the most important. Usually described as the process of looking for explanations, it has been recognized as one of the most commonly used in our daily activities. Still, the traditional definitions of an abductive problem and an abductive solution mention only theories and formulas, leaving agency out of the picture. Our work proposes a study of abductive reasoning from an epistemic and dynamic perspective. In the first part we explore syntactic definitions of both an abductive problem in terms of an agent’s information and an abductive solution in terms of the actions that modify the agent’s information. We look at diverse kinds of agents, including not only omniscient ones but also those whose information is not closed under logical consequence and those whose reasoning abilities are not complete. In the second part, we look at an existing logical framework whose semantic model allows us to interpret the previously stated formulas, and we define two actions that represent forms of abductive reasoning.  相似文献   
1000.
Cloud gaming is a new paradigm that is envisaged to play a pivotal role in the video game industry in forthcoming years. Cloud gaming, or gaming on demand, is a type of online gaming that allows on-demand streaming of game content onto non-specialised devices (e.g. PC, smart TV, etc.). This approach requires no downloads or game installation because the actual game is executed on the game company’s server and is streamed directly to the client. Nonetheless, this revolutionary approach significantly affects the network load generated by online games. As cloud gaming presents new challenges for both network engineers and the research community, both groups need to be fully conversant with these new cloud gaming platforms. The purpose of this paper is to investigate OnLive, one of the most popular cloud gaming platforms. Our key contributions are: (a) a review of the state-of-the-art of cloud gaming; (b) reverse engineering of the OnLive protocol; and (c) a synthetic traffic model for OnLive.  相似文献   
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