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81.
Supplier selection is an important issue in supply chain management. In recent years, determining the best supplier in the supply chain has become a key strategic consideration. However, these decisions usually involve several objectives or criteria, and it is often necessary to compromise among possibly conflicting factors. Thus, the multiple criteria decision making (MCDM) becomes a useful approach to solve this kind of problem. Considering both tangible and intangible criteria, this study proposes integrated fuzzy techniques for order preference by similarity to ideal solution (TOPSIS) and multi-choice goal programming (MCGP) approach to solve the supplier selection problem. The advantage of this method is that it allows decision makers to set multiple aspiration levels for supplier selection problems. The integrated model is illustrated by an example in a watch firm.  相似文献   
82.
This study proposed an SVM-based intrusion detection system, which combines a hierarchical clustering algorithm, a simple feature selection procedure, and the SVM technique. The hierarchical clustering algorithm provided the SVM with fewer, abstracted, and higher-qualified training instances that are derived from the KDD Cup 1999 training set. It was able to greatly shorten the training time, but also improve the performance of resultant SVM. The simple feature selection procedure was applied to eliminate unimportant features from the training set so the obtained SVM model could classify the network traffic data more accurately. The famous KDD Cup 1999 dataset was used to evaluate the proposed system. Compared with other intrusion detection systems that are based on the same dataset, this system showed better performance in the detection of DoS and Probe attacks, and the beset performance in overall accuracy.  相似文献   
83.
We examine questions involving nondeterministic finite automata where all states are final, initial, or both initial and final. First, we prove hardness results for the nonuniversality and inequivalence problems for these NFAs. Next, we characterize the languages accepted. Finally, we discuss some state complexity problems involving such automata.  相似文献   
84.
The conventional game theory is concerned with how rational individuals make decisions when they are faced with known payoffs. In the real world, sometimes the payoffs are not known and have to be estimated, and sometimes the payoffs are only approximately known. This paper develops a solution method for the two-person zero-sum game where the payoffs are imprecise and are represented by interval data. Since the payoffs are imprecise, the value of the game should be imprecise as well. A pair of two-level mathematical programs is formulated to obtain the upper bound and lower bound of the value of the game. Based on the duality theorem and by applying a variable substitution technique, the pair of two-level mathematical programs is transformed to a pair of ordinary one-level linear programs. Solving the pair of linear programs produces the interval of the value of the game. It is shown that the two players in the game have the same upper bound and lower bound for the value of the imprecise game. An example illustrates the whole idea and sheds some light on imprecise game.  相似文献   
85.
The index selection problem (ISP) concerns the selection of an appropriate index set to minimize the total cost for a given workload containing read and update queries. Since the ISP has been proven to be an NP-hard problem, most studies focus on heuristic algorithms to obtain approximate solutions. However, even approximate algorithms still consume a large amount of computing time and disk space because these systems must record all query statements and frequently request from the database optimizers the cost estimation of each query in each considered index. This study proposes a novel algorithm without repeated optimizer estimations. When a query is delivered to a database system, the optimizer evaluates the costs of various query plans and chooses an access path for the query. The information from the evaluation stage is aggregated and recorded with limited space. The proposed algorithm can recommend indexes according to the readily available information without querying the optimizer again. The proposed algorithm was tested in a PostgreSQL database system using TPC-H data. Experimental results show the effectiveness of the proposed approach.  相似文献   
86.
Google Earth search function was used to study the impacts of small-scale spatial ability, large-scale environmental cognition, and geographical knowledge on new technology usage. The participants were 153 junior high students from central Taiwan. Geography grades served as indicators of prior knowledge, mental rotation and abstract reasoning skills as indicators of spatial ability, and sketch maps of school neighborhoods as indicators of environmental cognition (including landmark representation, intersection representation, and frame of reference). Lastly, the authors announced the landmarks searching worksheet and asked the participants to accomplish 16 familiar and unfamiliar landmark searching tasks using Google Earth with keyword search function disabled. The result showed the strongest predictor of landmark searching performance is ‘frame of reference’ in environmental cognition, followed by ‘mental rotation’ of spatial ability, ‘landmark representation’ of environmental cognition, and geographical knowledge. Google Earth landmark searches require complex cognitive processing; therefore, our conclusion is that GIS-supported image search activities give students good practice of active knowledge construction.  相似文献   
87.
It is common to browse web pages via mobile devices. However, most of the web pages were designed for desktop computers equipped with big screens. When browsing on mobile devices, a user has to scroll up and down to find the information they want because of the limited screen size. Some commercial products reformat web pages. However, the result pages still contain irrelevant information. We propose a system to personalize users’ mobile web pages. A user can determine which blocks in a web page should be retained. The sequence of these blocks can also be altered according to individual preferences.  相似文献   
88.
A blind watermarking method using maximum wavelet coefficient quantization   总被引:3,自引:0,他引:3  
This paper proposes a blind watermarking algorithm based on maximum wavelet coefficient quantization for copyright protection. The wavelet coefficients are grouped into different block size and blocks are randomly selected from different subbands. We add different energies to the maximum wavelet coefficient under the constraint that the maximum wavelet coefficient is always maximum in a block. The watermark is embedded the local maximum coefficient which can effectively resist attacks. Also, using the block-based watermarking, we can extract the watermark without using the original image or watermark. Experimental results show that the proposed method is quite robust under either non-geometry or geometry attacks.  相似文献   
89.
Handling objects with robotic soft fingers without considering the odds of slippage are not realistic. Grasping and manipulation algorithms have to be tested under such conditions for evaluating their robustness. In this paper, a dynamic analysis of rigid object manipulation with slippage control is studied using a two-link finger with soft hemispherical tip. Dependency on contact forces applied by a soft finger while grasping a rigid object is examined experimentally. A power-law model combined with a linear viscous damper is used to model the elastic behavior and damping effect of the soft tip, respectively. In order to obtain precise dynamic equations governing the system, two second-order differential equations with variable coefficients have been designed to describe the different possible states of the contact forces accordingly. A controller is designed based on the rigid fingertip model using the concept of feedback linearization for each phase of the system dynamics. Numerical simulations are used to evaluate the performance of the controller. The results reveal that the designed controller shows acceptable performance for both soft and rigid finger manipulation in reducing and canceling slippage. Furthermore, simulations indicate that the applied force in the soft finger manipulation is considerably less than the rigid “one.”.  相似文献   
90.
In this paper, we proposed stereoscopic image generation methods of adjusting the depth value of edge pixels and improved hole filling procedures. For the conventional system, the smooth of depth map can reduce the incidence of image holes, but cause geometric distortions of the image depth. To solve the problems, the depth map is first expanded to refine the accuracy of image depth and the quality of images. Next, we derive a hardware-oriented method for 3D warping. Finally, appropriate blocks are searched to enhance the performance of image by improving hole-filling procedures. The experimental results demonstrate the proposed methods have great performance and practicability.  相似文献   
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