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排序方式: 共有6103条查询结果,搜索用时 15 毫秒
41.
传统永磁同步电机(PMSM)模型预测转矩控制(MPTC)遍历逆变器生成的全部7个电压矢量, 计算负担较大.当转矩误差较小时, 零电压矢量利用率较高, 则可当转矩误差位于阈值范围, 电机系统直接输出零电压矢量, 否则,依然遍历7个电压矢量, 并给出阈值确定方法. 基于上述策略, 本文增加了6个定子磁链扇区位置约束, 将转矩误差大于阈值时的备选电压矢量降至4个, 并增加磁链扇区数目至12个和磁链误差约束, 进一步减小备选电压矢量. 仿真结果表明, 提出的3种简化策略控制下, 永磁同步电机系统运行正常, 控制性能与传统模型预测转矩控制基本相当,平均开关频率分别降低至77.48%, 77.09%和76.12%, 平均遍历电压矢量个数分别降低至58.29%, 32.86%和29.14%.实时性实验结果表明运行时间分别减小至57.70%, 32.96%和29.48%.  相似文献   
42.
The primary goal of cloth simulation is to express object behavior in a realistic manner and achieve real-time performance by following the fundamental concept of physic. In general, the mass–spring system is applied to real-time cloth simulation with three types of springs. However, hard spring cloth simulation using the mass–spring system requires a small integration time-step in order to use a large stiffness coefficient. Furthermore, to obtain stable behavior, constraint enforcement is used instead of maintenance of the force of each spring. Constraint force computation involves a large sparse linear solving operation. Due to the large computation, we implement a cloth simulation using adaptive constraint activation and deactivation techniques that involve the mass–spring system and constraint enforcement method to prevent excessive elongation of cloth. At the same time, when the length of the spring is stretched or compressed over a defined threshold, adaptive constraint activation and deactivation method deactivates the spring and generate the implicit constraint. Traditional method that uses a serial process of the Central Processing Unit (CPU) to solve the system in every frame cannot handle the complex structure of clothmodel in real-time. Our simulation utilizes the Graphic Processing Unit (GPU) parallel processing with compute shader in OpenGL Shading Language (GLSL) to solve the system effectively. In this paper, we design and implement parallel method for cloth simulation, and experiment on the performance and behavior comparison of the mass–spring system, constraint enforcement, and adaptive constraint activation and deactivation techniques the using GPU-based parallel method.  相似文献   
43.
关键词最优路径查询(KOR)查找在满足关键词全覆盖和路径长度约束条件下,时间开销最小的路线常用于旅行规划。现有优化算法虽然采用各种剪枝策略缩小搜索规模,但是本质上是广度优先搜索,在查找长路径时,搜索规模依然过大,执行时间长。针对该问题,提出一种关键词最优路径查询的分段拓展算法(SE-KOR)。SE-KOR算法根据关键词倒排索引表构建关键词顶点路径,将路径划分为多段分别拓展,降低搜索规模,从而缩短执行时间。该算法在路径拓展时给出路径走向,而现有剪枝策略不控制路径拓展方向,因此提出局部代价阈值剪枝,控制路径的走向沿关键词顶点路径拓展,并综合运用近似支配、可行解目标值剪枝和全局优先拓展策略加速拓展。实验结果表明,在不损失精度的情况下,该算法执行时间分别在不同关键词个数、代价阈值与查询图规模下至少缩短8.0%、61.0%和57.7%。  相似文献   
44.
传统背景减除模型在背景静止和前景对象移动较快时提取到的前景效果较好,但当背景变化或前景对象移动缓慢时容易将动态背景误判为前景或检测出的前景有较多空洞。针对传统背景减除模型在动态背景和前景对象移动缓慢条件下存在前景检测精度下降的问题,提出一种基于l1/2范数与显著性约束的背景减除模型。将观测数据分为低秩背景、运动前景和动态干扰3类,利用l1/2范数约束运动前景加强前景稀疏性,有效抑制动态背景对前景提取造成的干扰,提高运动前景在动态背景中的检测精度。引入视频每一帧的显著性约束,通过对每一帧图像进行低秩稀疏分解来检测移动缓慢的目标。实验结果表明,该模型对于复杂场景具有较强的适应能力,可有效去除动态背景对前景的干扰,快速检测出移动缓慢的前景对象,相比于l1/1/2-RPCA背景减除模型的平均查全率、查准率和调和平均值分别提升了9、14和10个百分点。  相似文献   
45.
为了能在运行时验证OCL约束,提出了约束验证框架.针对OCL-Java代码(即OCL约束对应的可执行Java代码)插入的简单方案和封装方法存在的不足,给出了改进的代码插入方案,其中应用异常处理技术从而能够捕获冲突的约束.为了使OCL-Java代码根据设计的代码模式插入到Java程序中,对Java解析器作了修改.最后,实验结果表明了该方法的可行性.  相似文献   
46.
针对Single-Sequence的集成电路布图,在SS编解码应用对芯片中各单元的摆放进行优化,从而达到芯片面积利用率最大化.重点介绍了利用SS序列解决不规则模块摆放问题,使得SS布图功能更灵活多变.  相似文献   
47.
Items made of glass, ceramic, etc. are normally stored in stacks and get damaged during the storage due to the accumulated stress of heaped stock. These items are known as breakable items. Here a multi-item inventory model of breakable items is developed, where demands of the items are stock dependent, breakability rates increase linearly with stock and nonlinearly with time. Due to non-linearity and complexity of the problem, the model is solved numerically and final decisions are made using Genetic Algorithm (GA). In a particular case, model is solved analytically as well as numerically and results are compared. Models are developed with both crisp and uncertain inventory costs. For uncertain inventory costs both fuzzy and stochastic parameters are considered. A chance constrained approach is followed to deal with simultaneous presence of stochastic and fuzzy parameters. Different numerical examples are used to illustrate the problem for different cases.  相似文献   
48.
This paper concerns project scheduling under resource constraints. Traditionally, the objective is to find a unique solution that minimizes the project makespan, while respecting the precedence constraints and the resource constraints. This work focuses on developing a model and a decision support framework for industrial application of the cumulative global constraint. For a given project scheduling, the proposed approach allows the generation of different optimal solutions relative to the alternate availability of outsourcing and resources. The objective is to provide a decision-maker an assistance to construct, choose, and define the appropriate scheduling program taking into account the possible capacity resources. The industrial problem under consideration is modeled as a constraint satisfaction problem (CSP). It is implemented under the constraint programming language CHIP V5. The provided solutions determine values for the various variables associated to the tasks realized on each resource, as well as the curves with the profile of the total consumption of resources on time.  相似文献   
49.
非线性积分滑模控制方法   总被引:3,自引:1,他引:2  
针对一类不确定非线性系统的滑模控制,提出了一类具有"小误差放大,大误差饱和"功能的光滑非线性饱和函数来改进传统的积分滑模控制,以形成非线性积分滑模控制.在保持传统积分滑模控制跟踪精度的同时获得更好的暂态性能.应用Lyapunov稳定性理论和LaSalle不变性原理证明了对最终常值干扰可以完全抑制.考虑控制受限时,所设计...  相似文献   
50.
To have a quality multimedia presentation through networks, its presentation lag needs to be controlled. One way to reduce the lag is to prefetch the media objects before their due dates. This paper explores techniques for optimizing the object sequence in a prefetch-enabled TV-like presentation. An optimal solution is the one with which the presentation lag is minimized. We formulate the problem into a two-machine flowshop scheduling problem with a single chain precedence constraint and a player-side buffer constraint. The player-side buffer is “processing time-dependent” and distinguished from the conventional item-based intermediate buffer constraints discussed in previous flowshop studies. We prove the problem to be strongly NP-hard. A branch and bound algorithm equipped with four lower bounds and an NEH-based upper bound is developed. The simulation results show that the average gaps between the overall lower bounds and the NEH-based upper bound are less than 3% for problems with a large buffer size, and less than 13% for problems with a small buffer size and high density of precedence constraints. For applications where the media objects are delivered through extremely busy servers with which only very restricted CPU resources can be allocated for computation, the CDS-based algorithm provides better sequences than the NEH-based algorithm.  相似文献   
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