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11.
12.
Optimal control (OC) methodology is used to develop a control policy for a batch-operated solar sludge dryer with ventilation as the dominant control. Batch performance criteria and instantaneous optimization criteria are developed for two economic environments: quota limited and capital limited. The general formulation, as well as simplifications resulting from the multiplicative form of the evaporation (drying) rate model, are presented. The multiplicative form results in a single constant number, called here “control intensity,” which is used to guide the on-line control decisions. These decisions turn out to be independent of the dry solids content (DSC) of the sludge. Further simplification, by assuming a strictly constant weather, is used to demonstrate the general effects of the economic and physical (weather) environment on the solution.

The OC approach is used to address, via simulation under realistic weather conditions, several design, operation, and pricing problems. In particular, the following have been considered: sizing of the ventilation fans, determination of a fair fee for sludge disposal, finding the best final DSC, and evaluating the effect of the price of electricity. Regarding the particular location represented by the data, it has been shown that the installed capacity of the ventilation fans should be increased and that there seems to be sufficient economic incentive for solar drying.  相似文献   
13.
Villin 14T, a representative domain from the actin severing and bundling protein villin, binds calcium ions and actin monomers. To begin to understand the contributions of mobility to the villin-calcium and villin-actin interactions, relaxation rates for magnetization involving the amide nitrogens and protons have been measured for 15N-labeled villin 14T in solution. Although we have measured the complete set of rates required for a full spectral density map, difficulties in the accurate measurement of relaxation rates for antiphase coherence and two-spin order led us to consider a reduced mapping formalism. From the reduced spectral density map, a model-free analysis, or directly from the measured Nx,y relaxation rates, local variations in mobility along the backbone of villin 14T have been revealed. Fast motions are evident not only at the amino and carboxyl termini but also in the turn between strands beta 4 and beta 5 of the central beta-sheet and in the turn between helix alpha 3 and strand beta 7. Slower motions are suggested for the turn between strands beta 2 and beta 3. Motions on the microsecond to millisecond time scale have been probed directly by examining the dependence of the proton transverse relaxation rate on the spin-locking field strength. Leu11 shows a strong dependence on field strength, implying conformational exchange with a time constant of 125 +/- 69 microseconds. The backbone at the actin-binding interface appears to be rather rigid.  相似文献   
14.
This paper experimentally investigates the role of visual complexity (VC) and prototypicality (PT) as design factors of websites, shaping users' first impressions by means of two studies. In the first study, 119 screenshots of real websites varying in VC (low vs. medium vs. high) and PT (low vs. high) were rated on perceived aesthetics. Screenshot presentation time was varied as a between-subject factor (50 ms vs. 500 ms vs. 1000 ms). Results reveal that VC and PT affect participants' aesthetics ratings within the first 50 ms of exposure. In the second study presentation times were shortened to 17, 33 and 50 ms. Results suggest that VC and PT affect aesthetic perception even within 17 ms, though the effect of PT is less pronounced than the one of VC. With increasing presentation time the effect of PT becomes as influential as the VC effect. This supports the reasoning of the information-processing stage model of aesthetic processing (Leder et al., 2004), where VC is processed at an earlier stage than PT. Overall, websites with low VC and high PT were perceived as highly appealing.  相似文献   
15.
S-Net is a declarative coordination language and component technology aimed at radically facilitating software engineering for modern parallel compute systems by near-complete separation of concerns between application (component) engineering and concurrency orchestration. S-Net builds on the concept of stream processing to structure networks of communicating asynchronous components implemented in a conventional (sequential) language. In this paper we present the design, implementation and evaluation of a new and innovative runtime system for S-Net streaming networks. The Front runtime system outperforms the existing implementations of S-Net by orders of magnitude for stress-test benchmarks, significantly reduces runtimes of fully-fledged parallel applications with compute-intensive components and achieves good scalability on our 48-core test system.  相似文献   
16.
We consider infinite-dimensional port-Hamiltonian systems described on jet bundles. Based on a power balance relation we introduce the port-Hamiltonian system representation using differential operators regarding the structural mapping, the dissipation mapping and the input mapping. In contrast to the well-known representation on the basis of the underlying Stokes–Dirac structure our approach is not necessarily based on using energy-variables which leads to a different port-Hamiltonian representation of the analyzed partial differential equations. The presented constructions will be specialized to mechanical systems to which class also the presented examples belong.  相似文献   
17.
An increasing number of methods for background subtraction use Robust PCA to identify sparse foreground objects. While many algorithms use the \(\ell _1\) -norm as a convex relaxation of the ideal sparsifying function, we approach the problem with a smoothed \(\ell _p\) -quasi-norm and present pROST, a method for robust online subspace tracking. The algorithm is based on alternating minimization on manifolds. Implemented on a graphics processing unit, it achieves realtime performance at a resolution of \(160 \times 120\) . Experimental results on a state-of-the-art benchmark for background subtraction on real-world video data indicate that the method succeeds at a broad variety of background subtraction scenarios, and it outperforms competing approaches when video quality is deteriorated by camera jitter.  相似文献   
18.
Multi‐view reconstruction aims at computing the geometry of a scene observed by a set of cameras. Accurate 3D reconstruction of dynamic scenes is a key component for a large variety of applications, ranging from special effects to telepresence and medical imaging. In this paper we propose a method based on Moving Least Squares surfaces which robustly and efficiently reconstructs dynamic scenes captured by a calibrated set of hybrid color+depth cameras. Our reconstruction provides spatio‐temporal consistency and seamlessly fuses color and geometric information. We illustrate our approach on a variety of real sequences and demonstrate that it favorably compares to state‐of‐the‐art methods.  相似文献   
19.
In this paper, we present a new approach for shape‐grammar‐based generation and rendering of huge cities in real‐time on the graphics processing unit (GPU). Traditional approaches rely on evaluating a shape grammar and storing the geometry produced as a preprocessing step. During rendering, the pregenerated data is then streamed to the GPU. By interweaving generation and rendering, we overcome the problems and limitations of streaming pregenerated data. Using our methods of visibility pruning and adaptive level of detail, we are able to dynamically generate only the geometry needed to render the current view in real‐time directly on the GPU. We also present a robust and efficient way to dynamically update a scene's derivation tree and geometry, enabling us to exploit frame‐to‐frame coherence. Our combined generation and rendering is significantly faster than all previous work. For detailed scenes, we are capable of generating geometry more rapidly than even just copying pregenerated data from main memory, enabling us to render cities with thousands of buildings at up to 100 frames per second, even with the camera moving at supersonic speed.  相似文献   
20.
We propose to use Implicit Incompressible Smoothed Particle Hydrodynamics (IISPH) for pressure projection and boundary handling in Fluid‐Implicit‐Particle (FLIP) solvers for the simulation of incompressible fluids. This novel combination addresses two issues of existing SPH and FLIP solvers, namely mass preservation in FLIP and efficiency and memory consumption in SPH. First, the SPH component enables the simulation of incompressible fluids with perfect mass preservation. Second, the FLIP component efficiently enriches the SPH component with detail that is comparable to a standard SPH simulation with the same number of particles, while improving the performance by a factor of 7 and significantly reducing the memory consumption. We demonstrate that the proposed IISPH‐FLIP solver can simulate incompressible fluids with a quantifiable, imperceptible density deviation below 0.1%. We show large‐scale scenarios with up to 160 million particles that have been processed on a single desktop PC using only 15GB of memory. One‐ and two‐way coupled solids are illustrated.  相似文献   
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