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Deduction modulo is a way to combine computation and deduction in proofs, by applying the inference rules of a deductive system (e.g. natural deduction or sequent calculus) modulo some congruence that we assume here to be presented by a set of rewrite rules. Using deduction modulo is equivalent to proving in a theory corresponding to the rewrite rules, and leads to proofs that are often shorter and more readable. However, cuts may be not admissible anymore.We define a new system, the unfolding sequent calculus, and prove its equivalence with the sequent calculus modulo, especially w.r.t. cut-free proofs. It permits to show that it is even undecidable to know if cuts can be eliminated in the sequent calculus modulo a given rewrite system.Then, to recover the cut admissibility, we propose a procedure to complete the rewrite system such that the sequent calculus modulo the resulting system admits cuts. This is done by generalizing the Knuth–Bendix completion in a non-trivial way, using the framework of abstract canonical systems.These results enlighten the entanglement between computation and deduction, and the power of abstract completion procedures. They also provide an effective way to obtain systems admitting cuts, therefore extending the applicability of deduction modulo in automated theorem proving.  相似文献   
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Digital Elevation Models (DEMs) are used to compute the hydro-geomorphological variables required by distributed hydrological models. However, the resolution of the most precise DEMs is too fine to run these models over regional watersheds. DEMs therefore need to be aggregated to coarser resolutions, affecting both the representation of the land surface and the hydrological simulations. In the present paper, six algorithms (mean, median, mode, nearest neighbour, maximum and minimum) are used to aggregate the Shuttle Radar Topography Mission (SRTM) DEM from 3″ (90 m) to 5′ (10 km) in order to simulate the water balance of the Lake Chad basin (2.5 Mkm2). Each of these methods is assessed with respect to selected hydro-geomorphological properties that influence Terrestrial Hydrology Model with Biogeochemistry (THMB) simulations, namely the drainage network, the Lake Chad bottom topography and the floodplain extent.The results show that mean and median methods produce a smoother representation of the topography. This smoothing involves the removing of the depressions governing the floodplain dynamics (floodplain area<5000 km2) but it eliminates the spikes and wells responsible for deviations regarding the drainage network. By contrast, using other aggregation methods, a rougher relief representation enables the simulation of a higher floodplain area (>14,000 km2 with the maximum or nearest neighbour) but results in anomalies concerning the drainage network. An aggregation procedure based on a variographic analysis of the SRTM data is therefore suggested. This consists of preliminary filtering of the 3″ DEM in order to smooth spikes and wells, then resampling to 5′ via the nearest neighbour method so as to preserve the representation of depressions. With the resulting DEM, the drainage network, the Lake Chad bathymetric curves and the simulated floodplain hydrology are consistent with the observations (3% underestimation for simulated evaporation volumes).  相似文献   
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Action Recognition Using a Bio-Inspired Feedforward Spiking Network   总被引:2,自引:0,他引:2  
We propose a bio-inspired feedforward spiking network modeling two brain areas dedicated to motion (V1 and MT), and we show how the spiking output can be exploited in a computer vision application: action recognition. In order to analyze spike trains, we consider two characteristics of the neural code: mean firing rate of each neuron and synchrony between neurons. Interestingly, we show that they carry some relevant information for the action recognition application. We compare our results to Jhuang et al. (Proceedings of the 11th international conference on computer vision, pp. 1–8, 2007) on the Weizmann database. As a conclusion, we are convinced that spiking networks represent a powerful alternative framework for real vision applications that will benefit from recent advances in computational neuroscience.  相似文献   
16.
3D geological models commonly built to manage natural resources are much affected by uncertainty because most of the subsurface is inaccessible to direct observation. Appropriate ways to intuitively visualize uncertainties are therefore critical to draw appropriate decisions. However, empirical assessments of uncertainty visualization for decision making are currently limited to 2D map data, while most geological entities are either surfaces embedded in a 3D space or volumes.This paper first reviews a typical example of decision making under uncertainty, where uncertainty visualization methods can actually make a difference. This issue is illustrated on a real Middle East oil and gas reservoir, looking for the optimal location of a new appraisal well. In a second step, we propose a user study that goes beyond traditional 2D map data, using 2.5D pressure data for the purposes of well design. Our experiments study the quality of adjacent versus coincident representations of spatial uncertainty as compared to the presentation of data without uncertainty; the representations' quality is assessed in terms of decision accuracy. Our study was conducted within a group of 123 graduate students specialized in geology.  相似文献   
17.
Efficient search of combinatorial maps using signatures   总被引:1,自引:0,他引:1  
In this paper, we address the problem of computing canonical representations of n-dimensional combinatorial maps and of using them for efficiently searching for a map in a database. We define two combinatorial map signatures: the first one has a quadratic space complexity and may be used to decide an isomorphism with a new map in linear time whereas the second one has a linear space complexity and may be used to decide an isomorphism in quadratic time. We show that these signatures can be used to efficiently search for a map in a database.  相似文献   
18.
The idea of decomposed software pipelining is to decouple the software pipelining problem into a cyclic scheduling problem without resource constraints and an acyclic scheduling problem with resource constraints. In terms of loop transformation and code motion, the technique can be formulated as a combination of loop shifting and loop compaction. Loop shifting amounts to moving statements between iterations thereby changing some loop independent dependences into loop carried dependences and vice versa. Then, loop compaction schedules the body of the loop considering only loop independent dependences, but taking into account the details of the target architecture. In this paper, we show how loop shifting can be optimized so as to minimize both the length of the critical path and the number of dependences for loop compaction. The first problem is well-known and can be solved by an algorithm due to Leiserson and Saxe. We show that the second optimization (and the combination with the first one) is also polynomially solvable with a fast graph algorithm, variant of minimum-cost flow algorithms. Finally, we analyze the improvements obtained on loop compaction by experiments on random graphs.  相似文献   
19.
We address the problem of verifying planning domains as used in model-based planning, for example in space missions. We propose a methodology for testing flight rules of planning domains which is self-contained, in the sense that flight rules are verified using a planner and no external tools are required. We review and analyse coverage conditions for requirements-based testing, and we reason in detail on "Unique First Cause" (UFC) coverage for test suites. We characterise flight rules using patterns, encoded using LTL, and we provide UFC coverage for them. We then present a translation of LTL formulae into planning goals, and illustrate our approach on a case study.  相似文献   
20.
This paper examines some aspects of the usefulness of interactive tabletop systems, if and how these impact collaboration. We chose creative problem solving such as brainstorming as an application framework to test several collaborative media: the use of pen-and-paper tools, the “around-the-table” form factor, the digital tabletop interface, the attractiveness of interaction styles. Eighty subjects in total (20 groups of four members) participated in the experiments. The evaluation criteria were task performance, collaboration patterns (especially equity of contributions), and users’ subjective experience. The “around-the-table” form factor, which is hypothesized to promote social comparison, increased performance and improved collaboration through an increase of equity. Moreover, the attractiveness of the tabletop device improved subjective experience and increased motivation to engage in the task. However, designing attractiveness seems a highly challenging issue, since overly attractive interfaces may distract users from the task.  相似文献   
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