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991.
为保障妫水河入官厅水库入流水质达标,分析水质成因,分步制订水质改善措施。采用MIKE21耦合植物作用的Ecolab生态水质模型,对妫水河下游入官厅水库断面至东大桥断面、支流三里河水域进行模拟。通过对丰水期和枯水期监测数据及模拟结果进行分析,流域上游来流水量及水质、区间污染源及河流湿地等自净作用是影响官厅水库入流水质的主要原因,其中:妫水河入流污染负荷对水库入流水质贡献率最大,丰枯水期氨氮、总磷和总氮的贡献率分别为18.32%~45.76%、9.31%~31.17%和29.34%~67.56%;区间入河污染源氨氮、总磷和总氮削减率分别为19.41%、31.31%和24.94%;丰枯水期河道自净对氨氮、总磷和总氮削减率分别为44.85%~61.29%、51.40%~77.92%和8.40%~23.06%。为改善官厅水库入流水质,在流经城市区的妫水河下游及三里河修建了河流湿地公园,对区域污染源进行截污,使得入库水质可达到Ⅲ类水。为长远确保官厅水库的水质,控制来流水质和加强流域治理是关键,同时营造岸带湿地,对水质改善有积极的作用。研究结果及方法可为水库污染防治及负荷量削减提供理论依据。 相似文献
992.
根据沙颍河流域河南段情况确定各地市水资源可利用量,基于数列的匹配度计算方法,对流域内10个地市2014—2018年水资源利用量与经济发展关系进行研究,分析各地市用水量、水资源可利用量与GDP关联程度。结果表明:由于气候条件等因素差异,水资源可利用量差距较大,其中漯河市和周口市单位面积水资源可利用量较多;在研究年限内,各地市水资源可利用量与用水量匹配情况差异较大;在时间维度上,各地市用水量与GDP匹配程度较好,而在空间维度上,开封市匹配情况最差,漯河等城市较好;各地市水资源可利用量与GDP匹配情况存在明显的时空差异。 相似文献
993.
《Displays》2021
As the demand for high-quality stereo images has grown in recent years, stereoscopic image quality assessment (SIQA) has become an important research area in modern image processing technology.In this paper, we propose a no-reference stereoscopic image quality assessment (NR-SIQA) model using heterogeneous ensemble learning ‘quality-aware’ features from luminance image, chrominance image, disparity and cyclopean images via quaternion wavelet transform (QWT). Firstly, luminance image and chrominance image are generated by CIELAB color space as monocular perception, and the novel disparity and cyclopean images are utilized to complement with monocular information. Then, a number of ‘quality-aware’ features in the quaternion wavelet domain are discovered, including entropy, texture features, energy features, energy differences features and MSCN coefficients of high frequency sub-band. Finally, a heterogeneous ensemble model via support vector regression (SVR) & extreme learning machine (ELM) & random forest (RF) is proposed to predict quality score, and bootstrap sampling and rotated feature space are used to increase the diversity of data distribution. Comparing with the state-of-the-art NR-SIQA models, experimental results on four public databases prove the accuracy and robustness of the proposed model. 相似文献
994.
《Displays》2021
The image quality of three organic light-emitting diode (OLED) based smart-phone displays was assessed at three levels of ambient lighting conditions corresponding to the darkroom, indoor and outdoor environment, respectively. Seven perceptual attributes, i.e., naturalness, colorfulness, brightness, contrast, sharpness, preference, and overall image quality (IQ), were evaluated in both standard dynamic range (SDR) and high dynamic range (HDR) mode via psychophysical experiments by rank order method, while readability was assessed only in SDR mode and gradation was investigated only in HDR mode. The experimental results demonstrate that, besides the color gamut, the tone reproduction curve is also an important factor affecting the colorfulness of mobile display in the two modes. Higher peak luminance would not mean better performance on brightness and contrast for HDR images, which is opposite to SDR mode. Further analysis of variance (ANOVA) indicates that the ranking results of all perceptual attributes are not significantly affected by the ambient lighting levels in both SDR and HDR modes. 相似文献
995.
Valerie Shute Seyedahmad Rahimi Ginny Smith Fengfeng Ke Russell Almond Chih-Pu Dai Renata Kuba Zhichun Liu Xiaotong Yang Chen Sun 《Journal of Computer Assisted Learning》2021,37(1):127-141
In this study, we investigated the validity of a stealth assessment of physics understanding in an educational game, as well as the effectiveness of different game-level delivery methods and various in-game supports on learning. Using a game called Physics Playground, we randomly assigned 263 ninth- to eleventh-grade students into four groups: adaptive, linear, free choice and no-treatment control. Each condition had access to the same in-game learning supports during gameplay. Results showed that: (a) the stealth assessment estimates of physics understanding were valid—significantly correlating with the external physics test scores; (b) there was no significant effect of game-level delivery method on students' learning; and (c) physics animations were the most effective (among eight supports tested) in predicting both learning outcome and in-game performance (e.g. number of game levels solved). We included student enjoyment, gender and ethnicity in our analyses as moderators to further investigate the research questions. 相似文献
996.
Computer networks face a variety of cyberattacks. Most network attacks are contagious and destructive, and these types of attacks can be harmful to society and computer network security. Security evaluation is an effective method to solve network security problems. For accurate assessment of the vulnerabilities of computer networks, this paper proposes a network security risk assessment method based on a Bayesian network attack graph (B_NAG) model. First, a new resource attack graph (RAG) and the algorithm E-Loop, which is applied to eliminate loops in the B_NAG, are proposed. Second, to distinguish the confusing relationships between nodes of the attack graph in the conversion process, a related algorithm is proposed to generate the B_NAG model. Finally, to analyze the reachability of paths in B_NAG, the measuring indexs such as node attack complexity and node state transition are defined, and an iterative algorithm for obtaining the probability of reaching the target node is presented. On this basis, the posterior probability of related nodes can be calculated. A simulation environment is set up to evaluate the effectiveness of the B_NAG model. The experimental results indicate that the B_NAG model is realistic and effective in evaluating vulnerabilities of computer networks and can accurately highlight the degree of vulnerability in a chaotic relationship. 相似文献
997.
Emma P. Bullock Allison L. Roxburgh Patricia S. Moyer-Packenham Elif Bektas Joseph S. Webster Kathleen A. Bullock 《Journal of Computer Assisted Learning》2021,37(2):557-586
This study focused on an examination of how type, quality and children's awareness of design features in digital math games, along with an awareness of the mathematics goals of the game, were related to learning outcomes. We conducted a parallel conversion mixed methods study with 45 students in Grades 3 and 4 (ages 9–10). Students participated in clinical interviews using three digital math games. The results suggest a moderated mediation relationship in which the quality of the design features moderated the mediating impact of children's awareness of the game's design features, specifically when the child was aware of the mathematics content learning goal (MCLG) of the game. These findings show how important it is that design features are of high quality in a digital math game, and how this is intertwined with children's awareness of the features and the MCLG. When these variables intertwined in just the right way, the interactions between the children and the digital math game afforded mathematical learning growth. 相似文献
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