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991.
需求获取是软件开发过程中非常重要的环节,它贯穿于整个软件生命周期。针对系统客户和开发人员由于认识问题角度和知识的差异而存在的需求获取障碍,提出了一种基于用例的需求获取方法。该方法以用户和任务为中心,设计了一个用户需求描述模板,引导用户填写需求描述信息,开发人员利用用例驱动技术对需求描述信息进行分析和验证,最终获取全面和准确的参与者和用例信息。该构建过程不仅为构造用例图和类图奠定了基础,而且也使软件工程活动更加规范。 相似文献
992.
Parenting styles, which are known to have a significant effect on children's development, also have a significant effect on children's Internet use. This study was designed to demonstrate how parenting styles in relation to Internet use are perceived by children and parents and how these styles affect children's Internet use. Both qualitative and quantitative data-collection techniques were used in the study. The quantitative data-collection process was carried out through the participation of 1289 students, and the qualitative data-collection process was carried out with 20 parents and 23 children. The result of the study showed that the Internet parenting styles could be categorized as laissez-faire, permissive, authoritative, and authoritarian. A significant relationship was shown between Internet parenting style and child's gender and mothers' education level. It was also found that as the students' age and grade level increased, Internet parenting styles that were interpreted as initially authoritative were later interpreted as laissez-faire. As the grade level increased, the Internet parenting style tended to lean toward laissez-faire. 相似文献
993.
ObjectiveTo replicate the Dual Pathway Model (DPM) of bulimia nervosa (BN) symptoms prospectively, and to assess whether a revised version of the DPM that included the variables social comparisons made on Facebook and sociotropy influenced the DPM.MethodParticipants were 245 females who completed baseline measures (T1) that assessed the DPM, as well as the constructs social comparisons made on Facebook, and sociotropy, and a follow-up questionnaire, which assessed symptoms of depression, bulimia, and dietary restraint, one month later (T2).ResultsPath analysis revealed that the original and the revised DPMs had excellent fit once modifications to the respective models were made. In both DPMs, T1 pressures to be thin and T1 thin ideal internalization were related to T1 body dissatisfaction. T1 body dissatisfaction prospectively predicted T2 depressive symptoms and T2 bulimic symptoms, but not T2 dietary restraint. Furthermore, T2 dietary restraint, but not T2 depressive symptoms, predicted T2 BN symptoms. Results also showed that T2 dietary restraint was associated with T2 depressive symptoms. In the revised DPM, T1 social comparisons made on Facebook were associated with T1 body dissatisfaction, T1 pressures to be thin, and T2 bulimic symptoms. T1 sociotropy was related to T1 social comparisons on Facebook, T1 pressures to be thin, T1 body dissatisfaction, and T2 bulimic symptoms.ConclusionsFindings suggest the BN preventative efforts might benefit from addressing appropriate forms of social comparisons, especially those made on Facebook, and the personality trait sociotropy. 相似文献
994.
The development of business applications with game features has given rise to a new trend called gamification and challenged e-banking to introduce new game elements, such as mechanics and social cues, to its traditional applications. Yet, there has been a lack of empirical evidence regarding the intention to use, these type of applications and their possible impacts on business. Here, we explore the role of gamification, socialness, and other four well-known variables (ease-of-use, usefulness, enjoyment, and intention to use) in a gamified business application and corresponding business. We proposed and evaluated a model based on the Technology Acceptance Model to better analyze and understand the adoption of gamified business applications. To test this model, we developed a study using a sample of 183 bank customers, and we found that gamification significantly improved the customer’s sense of social interaction, which, in turn, strongly influenced the customer’s intention to use the applications. We argue that this intention to use could provide a strong benefit to the business, in term of increased customer engagement. This paper presents a new conceptual model to predict behavioral intention in regards to gamification in e-banking, illustrating seven variables that affect the adoption of e-banking by bank customers. Our findings contribute overall to a better understanding of gamification in e-banking (with the extension of Technology Acceptance Model theories, and the new variable gamification), providing important practical implications for software development and marketing practices. 相似文献
995.
随着在各个领域中广泛地使用的计算机技术,计算机信息安全渐渐地也得到了人们的重视,本文将针对计算
机信息安全现状入手进行分析,为降低计算机出现信息安全问题的概率、提升计算机的信息利用概率提供了可靠的理论参考。 相似文献
996.
Guided by the Uses and Gratifications (U&G) perspective, this study examined the influence of unwillingness to communicate, loneliness, Internet-use motives, and Internet (CMC) use and interaction (amount and types of use and self-disclosure) in online communication satisfaction and online relationship closeness. There were 261 participants in this study. Overall, participants who perceived their face-to-face communication to be rewarding, used CMC for self-fulfillment, and disclosed their personal feelings to others tended to feel close to their online partners. Moreover, those who used the Internet for purposes of self-fulfillment and affection and intended to disclose their feelings to others felt satisfied with their online communication. The associations among the constructs extend our knowledge of the U&G theoretical model, how and why people communicate interpersonally in CMC settings, and the influence of individual differences on CMC for relational communication. 相似文献
997.
目的: 探讨临床药师通过医嘱审核对糖尿病合并尿路感染患者抗菌药物合理使用的影响。方法: 收集2012年6月至2014年5月内分泌科收治的139例糖尿病合并尿路感染患者病例,按临床药师实施医嘱审核前后分为对照组和试验组。对比分析两组的病原菌分布、耐药率及抗菌药物使用的合理性情况。结果: 尿培养检出的病原菌以大肠埃希菌和肠球菌属较常见。氨苄西林和左氧氟沙星耐药率较高。试验组革兰阴性菌对氨苄西林舒巴坦的耐药率较对照组显著升高(P<0.05),革兰阳性菌对阿奇霉素的耐药率较对照组显著降低(P<0.01)。试验组抗菌药物使用合理的病例数较对照组显著升高(P<0.05)。未予尿培养、未根据药敏结果调整抗菌药物、疗程不足以及无指征联合用药的病例数显著降低(P<0.05)。结论: 临床药师通过医嘱审核促进了糖尿病合并尿路感染患者抗菌药物的合理使用。 相似文献
998.
999.
21世纪初化肥工业发展的几个问题 总被引:1,自引:0,他引:1
讨论了21世纪初有关我国化肥工业发展中的六个问题并提出了某些建议。 相似文献
1000.
碱性蚀刻废液再生新方法研究 总被引:4,自引:0,他引:4
采用碱性蚀刻废液中直接通入氨气的方法,从废液中回收Cu(NH3)Cl2。对影响回收率的因素:通氨时间、NH4Cl的加入量以及反应温度作了探讨,找到了最佳工艺条件。分析了母液的组成,再生方法及Cu(NH3)4Cl2的再利用途径。 相似文献