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排序方式: 共有6814条查询结果,搜索用时 15 毫秒
91.
介绍一个搜索引擎系统的开发。运用UML用例图做系统的需求分析,运用UML类图、状态图、包图进行系统设计。以OCL表达式丰富状态图。使用C#语言和ASP.NET编程,SQL Server存储信息,系统运行在微软.NET环境上。遵循面向对象方法,如逐步求精和模块化,建立UML/OCL模型、组织程序,将系统逐层分解成具有特定功能的模块。系统由收集器、索引器、检索器三大部分组成,分别负责数据收集、数据分析和索引构建、用户检索接口。论文报告系统分析、设计和实现的思想和过程。 相似文献
92.
通过分析高校统考课程成绩对高校教学进行分析决策的重要价值,以计算机基础统考课程成绩为实例,建立一个基于高校统考课程成绩的数据仓库模型。该成绩数据仓库不仅综合分析学生的总得分,而且将试卷难度和题型得分也做深入分析,分析结果不仅能让教学管理者了解到学生成绩波动趋势,而且可以更详细地知道成绩波动的原因所在,从而能帮助教学管理者更加科学快速地做出有效的决策,最终达到提高教学水平的目的。 相似文献
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94.
运维管理平台工作流引擎设计 总被引:1,自引:0,他引:1
论述在运维管理平台设计中针对业务发展对系统功能的不断要求引入工作流引擎.实现方便地创建公文流程,不需要编写任何代码;方便地构建业务流程,并能无缝融合到现有的IT服务流程中;方便流程配置、管理,通过图形化工具来确定流程的定义功能,方便流程的变更. 相似文献
95.
Nicolas Cuntz Andreas Kolb Robert Strzodka Daniel Weiskopf 《Computer Graphics Forum》2008,27(3):719-726
Typically, flow volumes are visualized by defining their boundary as iso‐surface of a level set function. Grid‐based level sets offer a good global representation but suffer from numerical diffusion of surface detail, whereas particle‐based methods preserve details more accurately but introduce the problem of unequal global representation. The particle level set (PLS) method combines the advantages of both approaches by interchanging the information between the grid and the particles. Our work demonstrates that the PLS technique can be adapted to volumetric dye advection via streak volumes, and to the visualization by time surfaces and path volumes. We achieve this with a modified and extended PLS, including a model for dye injection. A new algorithmic interpretation of PLS is introduced to exploit the efficiency of the GPU, leading to interactive visualization. Finally, we demonstrate the high quality and usefulness of PLS flow visualization by providing quantitative results on volume preservation and by discussing typical applications of 3D flow visualization. 相似文献
96.
Although considerable attention in recent years has been given to the problem of symmetry detection in general shapes, few methods have been developed that aim to detect and quantify the intrinsic symmetry of a shape rather than its extrinsic, or pose‐dependent symmetry. In this paper, we present a novel approach for efficiently computing symmetries of a shape which are invariant up to isometry preserving transformations. We show that the intrinsic symmetries of a shape are transformed into the Euclidean symmetries in the signature space defined by the eigenfunctions of the Laplace‐Beltrami operator. Based on this observation, we devise an algorithm which detects and computes the isometric mappings from the shape onto itself. We show that our approach is both computationally efficient and robust with respect to small non‐isometric deformations, even if they include topological changes. 相似文献
97.
M. Dellepiane N. Pietroni N. Tsingos M. Asselot R. Scopigno 《Computer Graphics Forum》2008,27(7):1719-1727
Visual fidelity and interactivity are the main goals in Computer Graphics research, but recently also audio is assuming an important role. Binaural rendering can provide extremely pleasing and realistic three‐dimensional sound, but to achieve best results it's necessary either to measure or to estimate individual Head Related Transfer Function (HRTF). This function is strictly related to the peculiar features of ears and face of the listener. Recent sound scattering simulation techniques can calculate HRTF starting from an accurate 3D model of a human head. Hence, the use of binaural rendering on large scale (i.e. video games, entertainment) could depend on the possibility to produce a sufficiently accurate 3D model of a human head, starting from the smallest possible input. In this paper we present a completely automatic system, which produces a 3D model of a head starting from simple input data (five photos and some key‐points indicated by user). The geometry is generated by extracting information from images and accordingly deforming a 3D dummy to reproduce user head features. The system proves to be fast, automatic, robust and reliable: geometric validation and preliminary assessments show that it can be accurate enough for HRTF calculation. 相似文献
98.
We present an algorithm for detecting and extracting the silhouette edges of a triangle mesh in real time using Graphical Processing Units (GPUs). We also propose a tessellation strategy for visualizing the mesh with smooth silhouettes through a continuous blend between Bézier patches with varying level of detail. Furthermore, we show how our techniques can be integrated with displacement and normal mapping. We give details on our GPU implementation and provide a performance analysis with respect to mesh size. 相似文献
99.
100.