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971.
972.
Zusammenfassung  Navigationssysteme, ortsbezogene Suchdienste wie Google Maps, interaktive Augmented-Reality-Spiele, Handy-basierte FindMe-Dienste – diese wenige Beispiele zeigen bereits, wie direkt oder indirekt raumbezogene Dienste unser Alltagsleben immer mehr durchdringen. Wir beobachten, wie sich die Nutzung von Geodaten schrittweise vom pers?nlichen Desktop-Geoinformationssystem (GIS) über hausinternen Zugriff auf die Geodatenbank bis zum Webzugriff durch Clients und Servern unterschiedlicher Provenienz ausweitet (,,Web-GIS“). Klassische Aufgaben wie Kartenproduktion und Beauskunftung treten dabei gegenüber komplexen, situationsbezogenen Verknüpfungen von Geo- mit anderen Daten eher in den Hintergrund. Damit geht offensichtlich ein Paradigmenwechsel von der einfachen, passiven Geodatenbereitstellung via WWW zu funktional komplexeren Geodiensten einher. Sollen solche Mehrwertdienste offen und flexibel orchestrierbar sein, so müssen Geodaten systemübergreifend ad hoc abgefragt werden k?nnen. Unabdingbar sind dafür offene Standards, nicht nur auf der Ebene von Datenaustauschformaten, sondern auch bei den Zugriffsdiensten; diese Geoservice-Standardisierung leistet das Open GeoSpatial Consortium (OGC). Im vorliegenden Beitrag geben wir einen überblick über die Modellierung von Web-basierten Geodiensten auf Basis ausgew?hlter OGC-Standards. Modellierung bedeutet in diesem Kontext die Gestaltung von Funktionalit?t und Schnittstellen eines potenziell komplexen Dienstes auf Basis offener Standards und ihrer Basisdienste und -operationen. Diskutiert werden Standards für den Meta-, Vektor- und Rasterdatenzugriff sowie ein anwendungsorientierter Standard für Sensordaten.  相似文献   
973.
Zusammenfassung Im Zeitalter der Informationsgesellschaft, so wurde postuliert, spielten r?umliche Distanzen keine Rolle mehr und unsere r?umliche Mobilit?t n?hme ab. Die Mobilit?t in den letzten Jahren, speziell die Freizeitmobilit?t, hat hingegen zugenommen. Die Bereitstellung ortsbezogener Dienste – ,,Location-based Services“ – unterstützt und f?rdert dieses Verhalten.  相似文献   
974.
We present an efficient method for importance sampling the product of multiple functions. Our algorithm computes a quick approximation of the product on the fly, based on hierarchical representations of the local maxima and averages of the individual terms. Samples are generated by exploiting the hierarchical properties of many low-discrepancy sequences, and thresholded against the estimated product. We evaluate direct illumination by sampling the triple product of environment map lighting, surface reflectance, and a visibility function estimated per pixel. Our results show considerable noise reduction compared to existing state-of-the-art methods using only the product of lighting and BRDF.  相似文献   
975.
We study the complexity issues for Walrasian equilibrium in a special case of combinatorial auction, called single-minded auction, in which every participant is interested in only one subset of commodities. Chen et al. (J. Comput. Syst. Sci. 69(4): 675–687, 2004) showed that it is NP-hard to decide the existence of a Walrasian equilibrium for a single-minded auction and proposed a notion of approximate Walrasian equilibrium called relaxed Walrasian equilibrium. We show that every single-minded auction has a relaxed Walrasian equilibrium that satisfies at least two-thirds of the participants, proving a conjecture posed in Chen et al. (J. Comput. Syst. Sci. 69(4): 675–687, 2004). Motivated by practical considerations, we introduce another concept of approximate Walrasian equilibrium called weak Walrasian equilibrium. We show NP-completeness and hardness of approximation results for weak Walrasian equilibria. In search of positive results, we restrict our attention to the tollbooth problem (Guruswami et al. in Proceedings of the Symposium on Discrete Algorithms (SODA), pp. 1164–1173, 2005), where every participant is interested in a single path in some underlying graph. We give a polynomial time algorithm to determine the existence of a Walrasian equilibrium and compute one (if it exists), when the graph is a tree. However, the problem is still NP-hard for general graphs.  相似文献   
976.
In this paper we consider the p-ary transitive reduction (TR p ) problem where p>0 is an integer; for p=2 this problem arises in inferring a sparsest possible (biological) signal transduction network consistent with a set of experimental observations with a goal to minimize false positive inferences even if risking false negatives. Special cases of TR p have been investigated before in different contexts; the best previous results are as follows:
(1)  The minimum equivalent digraph problem, that correspond to a special case of TR1 with no critical edges, is known to be MAX-SNP-hard, admits a polynomial time algorithm with an approximation ratio of 1.617+ε for any constant ε>0 (Chiu and Liu in Sci. Sin. 4:1396–1400, 1965) and can be solved in linear time for directed acyclic graphs (Aho et al. in SIAM J. Comput. 1(2):131–137, 1972).
(2)  A 2-approximation algorithm exists for TR1 (Frederickson and JàJà in SIAM J. Comput. 10(2):270–283, 1981; Khuller et al. in 19th Annual ACM-SIAM Symposium on Discrete Algorithms, pp. 937–938, 1999).
In this paper, our contributions are as follows:
•  We observe that TR p , for any integer p>0, can be solved in linear time for directed acyclic graphs using the ideas in Aho et al. (SIAM J. Comput. 1(2):131–137, 1972).
•  We provide a 1.78-approximation for TR1 that improves the 2-approximation mentioned in (2) above.
•  We provide a 2+o(1)-approximation for TR p on general graphs for any fixed prime p>1.
R. Albert’s research was partly supported by a Sloan Research Fellowship in Science and Technology. B. DasGupta’s research was partly supported by NSF grants DBI-0543365, IIS-0612044 and IIS-0346973. E. Sontag’s research was partly supported by NSF grants EIA 0205116 and DMS-0504557.  相似文献   
977.
Real-time cloth simulation involves many computational challenges to be solved, particularly in the context of haptic applications, where high frame rates are necessary for obtaining a satisfying experience. In this paper, we present an interactive cloth simulation system that offers a compromise between a realistic physics-based simulation of fabrics and a haptic application meeting high requirements in terms of computation speed. Our system allows the user to interact with the fabric using two fingers. The required performance of the system is achieved by introducing an intermediate layer responsible for the simulation of the small part of the surface being in contact with the fingers. Additionally we separate the possible contact situations into different cases, each being individually handled by a specialised contact algorithm.
Franz-Erich WolterEmail:
  相似文献   
978.
The Atomic Broadcast algorithm described in this paper can deliver messages in two communication steps, even if multiple processes broadcast at the same time. It tags all broadcast messages with the local real time, and delivers all messages in the order of these timestamps. Both positive and negative statements are used: “m broadcast at time 51” vs. “no messages broadcast between times 31 and 51”. To prevent crashed processes from blocking the system, the -elected leader broadcasts negative statements on behalf of the processes it suspects () to have crashed. A new cheap Generic Broadcast algorithm is used to ensure consistency between conflicting statements. It requires only a majority of correct processes (n > 2f) and, in failure-free runs, delivers all non-conflicting messages in two steps. The main algorithm satisfies several new lower bounds, which are proved in this paper.  相似文献   
979.
This paper presents an efficient scheme maintaining a separator decomposition representation in dynamic trees using asymptotically optimal labels. In order to maintain the short labels, the scheme uses relatively low message complexity. In particular, if the initial dynamic tree contains only the root, then the scheme incurs an O(log4 n) amortized message complexity per topology change, where n is the current number of vertices in the tree. As a separator decomposition is a fundamental decomposition of trees used extensively as a component in many static graph algorithms, our dynamic scheme for separator decomposition may be used for constructing dynamic versions to these algorithms. The paper then shows how to use our dynamic separator decomposition to construct efficient labeling schemes on dynamic trees, using the same message complexity as our dynamic separator scheme. Specifically, we construct efficient routing schemes on dynamic trees, for both the designer and the adversary port models, which maintain optimal labels, up to a multiplicative factor of O(log log n). In addition, it is shown how to use our dynamic separator decomposition scheme to construct dynamic labeling schemes supporting the ancestry and NCA relations using asymptotically optimal labels, as well as to extend a known result on dynamic distance labeling schemes. Supported in part at the Technion by an Aly Kaufman fellowship. Supported in part by a grant from the Israel Science Foundation.  相似文献   
980.
One of the important tasks in Mechanical Engineering is to increase the safety of the vehicle and decrease its production costs. This task is typically solved by means of Multiobjective Optimization, which formulates the problem as a mapping from the space of design variables to the space of target criteria and tries to find an optimal region in these multidimensional spaces. Due to high computational costs of numerical simulations, the sampling of this mapping is usually very sparse and scattered. Combining design of experiments methods, metamodeling, new interpolation schemes and innovative graphics methods, we enable the user to interact with simulation parameters, optimization criteria, and come to a new interpolated crash result within seconds. We denote this approach as Simulated Reality, a new concept for the interplay between simulation, optimization and interactive visualization. In this paper we show the application of Simulated Reality for solution of real life car design optimization problems.
Lialia NikitinaEmail:
  相似文献   
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