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11.
In shape memory materials,that have been trained to have a two way shape memory effect(TWSM),themartensitic variants are classified into two groups,i.e.,preferentially oriented variants and self-accommodatingvariants.Applied stress may promote or constrain the transition of preferentially oriented variants and so changetransformation temperatures but has no essential effect on self-accommodating variants.According to the pointof view mentioned above,some experimental phenomena during thermocycling of a TWSM device may be ex-plained,such as the absence of synchronization between the plot of resistance change.temperature and the plotof memory strain vs.temperature. 相似文献
12.
Programmers build large‐scale systems with multiple languages to leverage legacy code and languages best suited to their problems. For instance, the same program may use Java for ease of programming and C to interface with the operating system. These programs pose significant debugging challenges, because programmers need to understand and control code across languages, which often execute in different environments. Unfortunately, traditional multilingual debuggers require a single execution environment. This paper presents a novel composition approach to building portable mixed‐environment debuggers, in which an intermediate agent interposes on language transitions, controlling and reusing single‐environment debuggers. We implement debugger composition in Blink, a debugger for Java, C, and the Jeannie programming language. We show that Blink is (i) simple: it requires modest amounts of new code; (ii) portable: it supports multiple Java virtual machines, C compilers, operating systems, and component debuggers; and (iii) powerful: composition eases debugging, while supporting new mixed‐language expression evaluation and Java native interface bug diagnostics. To demonstrate the generality of interposition, we build prototypes and demonstrate debugger language transitions with C for five of six other languages (Caml, Common Lisp, C#, Perl 5, Python, and Ruby) without modifications to their debuggers. Using real‐world case studies, we show that diagnosing language interface errors require prior single‐environment debuggers to restart execution multiple times, whereas Blink directly diagnoses them with one execution. Copyright © 2014 John Wiley & Sons, Ltd. 相似文献
13.
Gamification, the application of game elements to non-game settings, continues to grow in popularity as a method to increase student engagement in the classroom. We tested students across two courses, measuring their motivation, social comparison, effort, satisfaction, learner empowerment, and academic performance at four points during a 16-week semester. One course received a gamified curriculum, featuring a leaderboard and badges, whereas the other course received the same curriculum without the gamified elements. Our results found that students in the gamified course showed less motivation, satisfaction, and empowerment over time than those in the non-gamified class. The effect of course type on students' final exam scores was mediated by students' levels of intrinsic motivation, with students in the gamified course showing less motivation and lower final exam scores than the non-gamified class. This suggests that some care should be taken when applying certain gamification mechanics to educational settings. 相似文献
14.
Vanessa Bartlett 《Digital Creativity》2013,24(3):177-195
ABSTRACTAesthetic techniques are increasingly used by marketeers to create enticing digital products. In this paper, I work with the aesthetic experiences of one audience group to consider the psychological impact of living in a culture where digital devices are deliberately designed to influence behaviour. I argue that aesthetic encounters can help with understanding the impact of the interplay between visual stimulus, affect and digital culture, in ways that may support situated understandings of mental distress in a digital age. I show how audiences respond to the artist-led research project Are We All Addicts Now? arguing that they generate ideas connected to submersion and being overwhelmed as a means of reporting on their own personal experiences of living in a digital culture that seeks to influence behaviour. The findings may have value for designers, curators and artists invested in understanding the experiential impact of digital devices. 相似文献
15.
基于ARCGis9.2的安徽省地震会商系统不仅需要强大的技术功能,还需要友好和一目了然的界面,这样不仅让会商报告者思路清晰,也能使会商观众更加清晰了解地震预报会商内容,从而为决策者更好应对不同地点和不同大小的地震发生可能性做出科学的决策;引入flash8作为软件系统的界面,用flash调用各个模块,无论从界面和功能上都较好的解决了这一问题。 相似文献
16.
This chapter focuses on multielectron reactions in organized assemblies of molecules at the liquid/liquid interface. We describe the thermodynamic and kinetic parameters of such reactions, including the structure of the reaction centers, charge movement along the electron transfer pathways, and the role of electric double layers in artificial photosynthesis. Some examples of artificial photosynthesis at the oil/water interface are considered, including water photooxidation to the molecular oxygen, oxygen photoreduction, photosynthesis of amphiphilic compounds and proton evolution by photochemical processes. 相似文献
17.
18.
fKenzo (=friendly Kenzo) is a graphical user interface providing a user-friendly front-end for the Kenzo system, a Common Lisp program devoted to Algebraic Topology. The fKenzo system provides the user interface itself, an XML intermediary generator-translator and, finally the Kenzo kernel. We describe in this paper the main points of fKenzo, and we explain also the advantages and limitations of fKenzo with respect to Kenzo itself. The text is separated into two parts, trying to cover both the user and the developer perspectives. 相似文献
19.
The widespread use of the Internet and the convenient mechanism it provides, such as easy access, easy downloads, and easy copy and paste functions have made many types of unethical behaviors easier, particularly those involving students in academic settings. Among the issues in ethics within the academic environment that can be triggered by the Internet are fraudulence, plagiarism, falsification, delinquency, unauthorized help, and facility misuse. Given these issues, the study seeks to investigate the extent to which students at a public university in Malaysia engage in such unethical behavior and their relationship with the big five personality model. This study was conducted using a survey method of 252 students in three different academic faculties. The results of factor analyses confirm and refine the reliability of the scales for both big five personality variables and unethical Internet behaviors as conceptualized through Internet triggered academic dishonesty (ITADS). The findings indicate that personality traits such as (1) agreeableness, (2) conscientiousness and (3) emotional stability are significantly and negatively correlated with unethical Internet behavior in university students. Significant differences in facility misuse are also observed between the three academic faculties investigated. This research should provide significant contributions to educators in designing the computer ethics curriculum and in allowing for educational institutions as well as other organizations in developing relevant policies and guidelines on matters pertaining to academic conduct, utilization of computers and Internet, and recruitment exercises. 相似文献
20.
Dong-Seok Lee 《Applied ergonomics》2009,40(3):440-447
This study introduces a user interface, referred to as the flow interface, which provides a graphical representation of the movement of content among and inside audio/video devices. The proposed interface provides a different frame of reference with content-oriented visualization of the generation, manipulation, storage, and display of content as well as input and output. The flow interface was applied to a VCR/DVD recorder combo, one of the most complicated consumer products. A between-group experiment was performed to determine whether the flow interface helps users to perform various tasks and to examine the learning effect of the flow interface, particularly in regard to hooking up and recording tasks. The results showed that participants with access to the flow interface performed better in terms of success rate and elapsed time. In addition, the participants indicated that they could easily understand the flow interface. The potential of the flow interface for application to other audio video devices, and design issues requiring further consideration, are discussed. 相似文献