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31.
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   
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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   
34.
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   
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We show new upper bounds for problems in the W-hierarchy of fixed-parameter complexity. A crucial ingredient of our proofs is an extension to the W-RAM model, which permits more-powerful operations but remains equivalent to the original. We use the extended model to give new upper bounds for Subsetsum, Maximum Irredundant Set, and various problems concerning intersection of finite-state machines.  相似文献   
38.
A finite recurrent system over sets of natural numbers of dimension n is a pair composed of n n-ary functions over sets of natural numbers and an n-tuple of singleton sets of natural numbers. Every function is applied to the entries of the tuple and computes a set of natural numbers, that may also be empty. The results are composed into another tuple, and the process is started anew. Thus, a finite recurrent system defines an infinite sequence of n-tuples containing sets of natural numbers. The last entry of a generated n-tuple is called the output of a step, and the union of the output sets of all steps is the set defined by the finite recurrent system. Membership problems ask whether a given number is in a specified output set or in some output set. We study membership problems for special finite recurrent systems, whose functions are built from the set operations union, intersection and complementation and the arithmetical operations addition and multiplication. Sum and product of two sets of natural numbers are defined elementwise. We restrict the set of operations from which functions are built and determine the impact on the complexity of the membership problems. We focus on PSPACE-decidable membership problems and show completeness results for the complexity classes NL, NP and PSPACE.  相似文献   
39.
The multi-homogeneous Bezout number is a bound for the number of solutions of a system of multi-homogeneous polynomial equations, in a suitable product of projective spaces. Given an arbitrary, not necessarily multi-homogeneous, system, one can ask for the optimal multi-homogenization that would minimize the Bezout number. In this paper it is proved that the problem of computing, or even estimating, the optimal multi-homogeneous Bezout number is actually NP-hard. In terms of approximation theory for combinatorial optimization, the problem of computing the best multi-homogeneous structure does not belong to APX, unless P = NP. Moreover, polynomial-time algorithms for estimating the minimal multi-homogeneous Bezout number up to a fixed factor cannot exist even in a randomized setting, unless BPP ⫆ NP.  相似文献   
40.
Applications of the discrete element method in mechanical engineering   总被引:2,自引:0,他引:2  
Compared to other fields of engineering, in mechanical engineering, the Discrete Element Method (DEM) is not yet a well known method. Nevertheless, there is a variety of simulation problems where the method has obvious advantages due to its meshless nature. For problems where several free bodies can collide and break after having been largely deformed, the DEM is the method of choice. Neighborhood search and collision detection between bodies as well as the separation of large solids into smaller particles are naturally incorporated in the method. The main DEM algorithm consists of a relatively simple loop that basically contains the three substeps contact detection, force computation and integration. However, there exists a large variety of different algorithms to choose the substeps to compose the optimal method for a given problem. In this contribution, we describe the dynamics of particle systems together with appropriate numerical integration schemes and give an overview over different types of particle interactions that can be composed to adapt the method to fit to a given simulation problem. Surface triangulations are used to model complicated, non-convex bodies in contact with particle systems. The capabilities of the method are finally demonstrated by means of application examples. Commemorative Contribution.  相似文献   
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