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991.
We present in this article a way to produce test suites applied to the POSIX mini-challenge based on a behavioral model of a file system manager written in UML/OCL. We illustrate the limitations of a fully automated test generation approach, which justifies the use of test scenarios as a complement to a functional testing approach. Scenarios are expressed through regular expressions describing sequences of operations, possibly punctuated by intermediate states that have to be reached by the execution of the model. Scenarios are unfolded into extended sequences of operations that are played on the model using symbolic animation techniques. We experimented our approach by testing the conformance of two different file systems w.r.t. the POSIX standard: a recent Linux distribution and a customized Java implementation of POSIX used to evaluate the relevance of our approach and its complementarity with a structural test generation approach.  相似文献   
992.
993.
In this paper we generalize the Continuous Adversarial Queuing Theory (CAQT) model (Blesa et al. in MFCS, Lecture Notes in Computer Science, vol. 3618, pp. 144–155, 2005) by considering the possibility that the router clocks in the network are not synchronized. We name the new model Non Synchronized CAQT (NSCAQT). Clearly, this new extension to the model only affects those scheduling policies that use some form of timing. In a first approach we consider the case in which although not synchronized, all clocks run at the same speed, maintaining constant differences. In this case we show that all universally stable policies in CAQT that use the injection time and the remaining path to schedule packets remain universally stable. These policies include, for instance, Shortest in System (SIS) and Longest in System (LIS). Then, we study the case in which clock differences can vary over time, but the maximum difference is bounded. In this model we show the universal stability of two families of policies related to SIS and LIS respectively (the priority of a packet in these policies depends on the arrival time and a function of the path traversed). The bounds we obtain in this case depend on the maximum difference between clocks. This is a necessary requirement, since we also show that LIS is not universally stable in systems without bounded clock difference. We then present a new policy that we call Longest in Queues (LIQ), which gives priority to the packet that has been waiting the longest in edge queues. This policy is universally stable and, if clocks maintain constant differences, the bounds we prove do not depend on them. To finish, we provide with simulation results that compare the behavior of some of these policies in a network with stochastic injection of packets.  相似文献   
994.
The localization of the components of an object near to a device before obtaining the real interaction is usually determined by means of a proximity measurement to the device of the object’s features. In order to do this efficiently, hierarchical decompositions are used, so that the features of the objects are classified into several types of cells, usually rectangular.In this paper we propose a solution based on the classification of a set of points situated on the device in a little-known spatial decomposition named tetra-tree. Using this type of spatial decomposition gives us several quantitative and qualitative properties that allow us a more realistic and intuitive visual interaction, as well as the possibility of selecting inaccessible components. These features could be used in virtual sculpting or accessibility tasks.In order to show these properties we have compared an interaction system based on tetra-trees to one based on octrees.  相似文献   
995.
996.
In this work we present two new approaches to solve the location management problem, respectively, based on the location areas and the reporting cells strategies. The location management problem corresponds to the management of the network configuration with the objective of minimizing the costs involved. We use the differential evolution algorithm to find the best configuration for the location areas and the reporting cells strategies, which principally considers the location update and paging costs. With this work we want to define the best values to the differential evolution configuration, using test networks and also realistic networks, as well as compare our results with the ones obtained by other authors. These two new approaches applied to this problem have given us very good results, when compared with those obtained by other authors.  相似文献   
997.
998.
We introduce a new geometric method to generate sphere packings with restricted overlap values. Sample generation is an important, but time-consuming, step that precedes a calculation performed with the discrete element method (DEM). At present, there does not exist any software dedicated to DEM which would be similar to the mesh software that exists for finite element methods (FEM). A practical objective of the method is to build very large sphere packings (several hundreds of thousands) in a few minutes instead of several days as the current dynamic methods do. The developed algorithm uses a new geometric procedure to position very efficiently the polydisperse spheres in a tetrahedral mesh. The algorithm, implemented into YADE-OPEN DEM (open-source software), consists in filling tetrahedral meshes with spheres. In addition to the features of the tetrahedral mesh, the input parameters are the minimum and maximum radii (or their size ratio), and the magnitude of authorized overlaps. The filling procedure is stopped when a target solid fraction or number of spheres is reached. Based on this method, an efficient tool can be designed for DEMs used by researchers and engineers. The generated packings can be isotropic and the number of contacts per sphere is very high due to its geometric procedure. In this paper, different properties of the generated packings are characterized and examples from real industrial problems are presented to show how this method can be used. The current C++ version of this packing algorithm is part of YADE-OPEN DEM [20] available on the web (https://yade-dem.org).  相似文献   
999.
In this paper, we present a novel technique which simulates directional light scattering for more realistic interactive visualization of volume data. Our method extends the recent directional occlusion shading model by enabling light source positioning with practically no performance penalty. Light transport is approximated using a tilted cone‐shaped function which leaves elliptic footprints in the opacity buffer during slice‐based volume rendering. We perform an incremental blurring operation on the opacity buffer for each slice in front‐to‐back order. This buffer is then used to define the degree of occlusion for the subsequent slice. Our method is capable of generating high‐quality soft shadowing effects, allows interactive modification of all illumination and rendering parameters, and requires no pre‐computation.  相似文献   
1000.
This paper introduces the use of a visual attention model to improve the accuracy of gaze tracking systems. Visual attention models simulate the selective attention part of the human visual system. For instance, in a bottom‐up approach, a saliency map is defined for the image and gives an attention weight to every pixel of the image as a function of its colour, edge or intensity. Our algorithm uses an uncertainty window, defined by the gaze tracker accuracy, and located around the gaze point given by the tracker. Then, using a visual attention model, it searches for the most salient points, or objects, located inside this uncertainty window, and determines a novel, and hopefully, better gaze point. This combination of a gaze tracker together with a visual attention model is considered as the main contribution of the paper. We demonstrate the promising results of our method by presenting two experiments conducted in two different contexts: (1) a free exploration of a visually rich 3D virtual environment without a specific task, and (2) a video game based on gaze tracking involving a selection task. Our approach can be used to improve real‐time gaze tracking systems in many interactive 3D applications such as video games or virtual reality applications. The use of a visual attention model can be adapted to any gaze tracker and the visual attention model can also be adapted to the application in which it is used.  相似文献   
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