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41.
嵌入式计算应用已经广泛运行在各种平台,普遍应用于各个领域,文中主要介绍在嵌入式系统上运行OSGI架构的相关操作和运行。 相似文献
42.
分布式视频编码虚拟依赖信道模型研究 总被引:4,自引:1,他引:3
视频信息固有的非平稳特性,如冲突区域等,使时域预测技术变得非常复杂.在分布式视频编码(DVC)中,由于解码端不能获取当前编码帧的信息,精确地对时域相关噪声进行建模变得更为困难.文中以虚拟依赖信道模型为切入点对如何降低时域相关噪声进行了研究.首先对DVC虚拟依赖信道进行了建模,并对影响边信息的主要因素进行了分析,分析结果表明在变换域中不同的频率子带对时域相关噪声的敏感度不同.在此基础上提出了一种新的基于小波变换域的虚拟依赖信道模型VCMDWT,基于分类编码的思想对较为平稳的LL子带进行Wyner-Ziv编码,对非平稳的高频子带进行SPIHT帧内编码.实验结果表明,与基于像素域的方法相比,所提出的VCMDWT模型能够得到更稳定的虚拟信道,提高DVC系统的率失真性能达到2.6dBs以上. 相似文献
43.
This paper introduces the concept of the temporal think tank™ (T3™), a temporary in-house research center, based on case studies with a highly automated global manufacturer and in various small-sized manufacture (SME's). The T3™ brings individuals from across the organization together in a team setting in which they are charged to look at the future, develop their decision-making skills, and use entrepreneurial thinking to incubate new processes and/or products. After an appropriate time in the temporal think tank™, the individuals are asked to return to their regular positions to implement the best practices and best ideas and doing so spur the organization forward. At intervals, the temporal think tanks™ can be reconvened, or reconstituted with new participants. This approach prepares technology champions for the SME, who can return to the organization with a fresh outlook and renewed energy to keep the enterprise at the peak of efficiency and effectiveness. 相似文献
44.
介绍利用TMS320F2812数字信号处理器(DSP)的串行通信模块实现与外设间串行通信的原理,结合实际应用给出异步串行通信的程序设计。针对电力传动控制系统数字变量不易观察的问题,将DSP运算得到的数据通过RS232串口送至PC。采用LabVIEW开发上位机软件,无须额外增加硬件,实现了数据的采集、显示、处理和存储。该系统还可以对数据进行FFr变换、谐波分析等特定的分析和处理。给出利用DSP产生的4路波形数据在LabVIEW下的实验波形。 相似文献
45.
针对传统航空总线不能满足下一代航空电子系统对高速和实时性数据通信的要求,提出航空全双工交换式以太网(AFDX)。描述AFDX通信网络的特点、结构、通信机制和协议栈,并给出AFDX终端系统和网络交换机的设计思路,阐明硬件结构和软件流程,对AFDX通信网络的研究具有一定的参考和推广价值。 相似文献
46.
Users expect applications to successfully cope with the expansion of information as necessitated by the continuous inclusion of novel types of content. Given that such content may originate from ‘not‐seen thus far’ data collections and/or data sources, the challenging issue is to achieve the return of investment on existing services, adapting to new information without changing existing business‐logic implementation. To address this need, we introduce DOLAR (Data Object Language And Runtime), a service‐neutral framework which virtualizes the information space to avoid invasive, time‐consuming, and expensive source‐code extensions that frequently break applications. Specifically, DOLAR automates the introduction of new business‐logic objects in terms of the proposed virtual ‘content objects’. Such user‐specified virtual objects align to storage artifacts and help realize uniform ‘store‐to‐user’ data flows atop heterogeneous sources, while offering the reverse ‘user‐to‐store’ flows with identical effectiveness and ease of use. In addition, the suggested virtual object composition schemes help decouple business logic from any content origin, storage and/or structural details, allowing applications to support novel types of items without modifying their service provisions. We expect that content‐rich applications will benefit from our approach and demonstrate how DOLAR has assisted in the cost‐effective development and gradual expansion of a production‐quality digital library. Experimentation shows that our approach imposes minimal overheads and DOLAR‐based applications scale as well as any underlying datastore(s). Copyright © 2011 John Wiley & Sons, Ltd. 相似文献
47.
48.
分析了传统企业信息管理系统存在的安全问题,应用SSL协议、网络型人侵检测系统、虚拟专用网等技术,提出了一种新的企业信息管理系统安全设计方案。理论分析和实验结果表明,新方案是保证企业信息管理系统安全运行的一种有效方案。 相似文献
49.
Rónán Kennedy 《Information & Communications Technology Law》2008,17(2):95-106
The new industry of Massively Multi-Player Online Role-Playing Games (MMORPGs) brings together two sets of fictions: the interactive stories of shared computer games and the legal devices of intellectual property. In these virtual worlds, scarcity need not exist, but players tend to prefer the competition it creates. This leads to the development of property rights within the game world and players trading real money for virtual objects, ‘land’ and characters. This new phenomenon brings with it familiar legal problems such as theft, fraud and ownership disputes. Game creators also challenge the right of the players to claim ownership outside the game world. The volume and value of the items traded make real money trading an important area of current interest for intellectual property lawyers. Something is being traded, but does it fit neatly into existing conceptions of property rights and who owns it? Analysing the novel problems that result from various theoretical perspectives (utilitarianism, labour-desert theory and personality theory) leads to the conclusion that with time, we will see the development of property rights for players in online games. This connects with a growing understanding that the traditional conception of copyright law dealing with creative work generated by the solitary author is becoming less appropriate in the new creative spaces that information and communications technology brings, where individuals are both consumer and producer. In virtual worlds, new forms of intellectual property, and perhaps even new rights, are taking shape. 相似文献
50.
曾真 《数码设计:surface》2008,(4):147-149
数字虚拟图像与实拍影像的整合是现阶段动态影像创作的一种趋势,它突破了单一的影像形式,融会了两种不同形态的影像语言,不仅为创作者提供了无限的创作空间,并且开拓了新的审美情趣,使影像在创作观念与形式语言表现上发生了许多变化,值得我们思考与研究。本文通过对数字虚拟图像与实拍影像整合的含义、目的与价值三个方面的论述,希望可以引起对新的影像形式语言理论研究的思考,开拓影像形式语言的多元化。 相似文献