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101.
Self-adjusting the intensity of assortative mating in genetic algorithms   总被引:2,自引:2,他引:0  
Mate selection plays a crucial role in both natural and artificial systems. While traditional Evolutionary Algorithms (EA) usually engage in random mating strategies, that is, mating chance is independent of genotypic or phenotypic distance between individuals, in natural systems non-random mating is common, which means that somehow this mechanism has been favored during the evolutionary process. In non-random mating, the individuals mate according to their parenthood or likeness. Previous studies indicate that negative assortative mating (AM)—also known as dissortative mating—, which is a specific type of non-random mating, may improve EAs performance by maintaining the genetic diversity of the population at a higher level during the search process. In this paper we present the Variable Dissortative Mating Genetic Algorithm (VDMGA). The algorithm holds a mechanism that varies the GA’s mating restrictions during the run by means of simple rule based on the number of chromosomes created in each generation and indirectly influenced by the genetic diversity of the population. We compare VDMGA not only with traditional Genetic Algorithms (GA) but also with two preceding non-random mating EAs: the CHC algorithm and the negative Assortative Mating Genetic Algorithm (nAMGA). We intend to study the effects of the different methods in the performance of GAs and verify the reliability of the proposed algorithm when facing an heterogeneous set of landscapes. In addition, we include the positive Assortative Mating Genetic Algorithm (pAMGA) in the experiments in order test both negative and positive AM mechanisms, and try to understand if and when negative AM (or DM) speeds up the search process or enables the GAs to escape local optima traps. For these purposes, an extensive set of optimization test problems was chosen to cover a variety of search landscapes with different characteristics. Our results confirm that negative AM is effective in leading EAs out of local optima traps, and show that the proposed VDMGA is at least as efficient as nAMGA when applied to the range of our problems, being more efficient in very hard functions were traditional GAs usually fail to escape local optima. Also, scalability tests have been made that show VDMGA ability to decrease optimal population size, thus reducing the amount of evaluations needed to attain global optima. We like to stress that only two parameters need to be hand-tuned in VDMGA, thus reducing the tuning effort present in traditional GAs and nAMGA.  相似文献   
102.
103.
State space explosion is a key problem in the analysis of finite state systems. The sweep-line method is a state exploration method which uses a notion of progress to allow states to be deleted from memory when they are no longer required. This reduces the peak number of states that need to be stored, while still exploring the full state space. The technique shows promise but has never achieved reductions greater than about a factor of 10 in the number of states stored in memory for industrially relevant examples. This paper discusses sweep-line analysis of the connection management procedures of a new Internet standard, the Datagram Congestion Control Protocol (DCCP). As the intuitive approaches to sweep-line analysis are not effective, we introduce new variables to track progress. This creates further state explosion. However, when used with the sweep-line, the peak number of states is reduced by over two orders of magnitude compared with the original. Importantly, this allows DCCP to be analysed for larger parameter values. Somsak Vanit-Anunchai was partially supported by an Australian Research Council Discovery Grant (DP0559927) and Suranaree University of Technology. Guy Edward Gallasch was supported by an Australian Research Council Discovery Grant (DP0559927).  相似文献   
104.
This paper presents an approach of measuring in real-time the vector of finger that is pointing to an object. DSP is used in the operation processing unit in order to do the real-time processing. The steps include the extraction of flesh-colored regions from an image, the labeling of the flesh-colored regions, and the detection of two characteristic positions on the finger so that the direction that the finger is pointing at will be calculated. The entire process takes about 29 msec, which makes it possible to have the frame rate of 34 fps. With this frame rate, this measurement approach is considered real-time and promising to be merged into other application systems. This work was presented in part at the 13th International Symposium on Artificial Life and Robotics, Oita, Japan, January 31–February 2, 2008  相似文献   
105.
106.
Entrainment and musicality in the human system interface   总被引:1,自引:1,他引:0  
What constitutes our human capacity to engage and be in the same frame of mind as another human? How do we come to share a sense of what ‘looks good’ and what ‘makes sense’? How do we handle differences and come to coexist with them? How do we come to feel that we understand what someone else is experiencing? How are we able to walk in silence with someone familiar and be sharing a peaceful space? All of these aspects are part of human ‘interaction’. In designing interactive technologies designers have endeavoured to explicate, analyse and simulate, our capacity for social adaptation. Their motivations are mixed and include the desires to improve efficiency, improve consumption, to connect people, to make it easier for people to work together, to improve education and learning. In these endeavours to explicate, analyse and simulate, there is a fundamental human capacity that is beyond technology and that facilitates these aspects of being, feeling and thinking with others. That capacity, we suggest, is human entrainment. This is our ability to coordinate the timing of our behaviours and rhythmically synchronise our attentional resources. Expressed within the movements of our bodies and voices, it has a quality that is akin to music. In this paper, disparate domains of research such as pragmatics, social psychology, behaviourism, cognitive science, computational linguistics, gesture, are brought together, and considered in light of the developments in interactive technology, in order to shape a conceptual framework for understanding entrainment in everyday human interaction.  相似文献   
107.
Cyclic oxidation response of multiphase niobium-based alloys   总被引:4,自引:0,他引:4  
Cyclic oxidation tests were performed on multiphase Nb-based alloys containing silicide, Laves, and Nb solid solution phases. In particular, the oxidation resistance of six alloys with various compositions (Nb, Ti, Hf, Cr, Ge, and Si) and microstructures was characterized by thermal cycling from ambient temperature to a peak temperature that ranges from 900 °C to 1400 °C. Weight change data were obtained and the corresponding spalled oxides were collected and identified by X-ray diffraction. The results indicated that Nb-based alloys formed a mixture of CrNbO4, Nb2O5, and Nb2O5 · TiO2, with possibly small amounts of SiO2 or GeO2. The oxidation resistance was improved when CrNbO4 formed instead of Nb2O5 and Nb2O5 · TiO2. These results were used to assess the influence of microstructure and composition on the oxidation resistance of multiphase Nb-based alloys.  相似文献   
108.
109.
微地震相分析在河流储层精细描述中的应用   总被引:1,自引:1,他引:0  
传统地震相分析满足不了目前油田勘探开发的需要。神经网络微地震相分析将神经网络应用于高质量三维地震数据体中,可对单一反射同相轴进行波形信号分析和训练,建立模型地震道,并对实际地震道分类,进而得到在平面和剖面上精度较高的微地震相分布。采用该方法并结合测井资料,在研究区块中建立的微地震相分布图能够清晰地表现出该区块的沉积微相特征,且较好地解释了工区内2口井的产能差异,表明神经网络微地震相分析是可靠和有效的。  相似文献   
110.
通过煤种,入窑球冷态强度和还原过程强度,以及钛精矿与煤灰混合物的软化温度等分析探讨了钛精矿预热球团回转窑直接还原产生结圈的可能性,获得了可以避免结圈的结论。  相似文献   
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