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91.
航空全双工交换式以太网探究   总被引:5,自引:0,他引:5       下载免费PDF全文
杜亚娟 《计算机工程》2009,35(11):77-79,8
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   
92.
针对实验室仪器信息统计中的准确性、完整性欠缺及低效率等问题,设计了一种全新的实验室仪器信息采集系统,以低功耗网络微处理器W7100A为系统的主控制器,通过SHT11温湿度传感模块和ZLG500AT射频IC模块直接采集仪器的环境参数等信息,通过用户与上位机客户端软件交互的方式采集仪器的工作内容等信息,相较于传统的手工记录方式,信息采集的及时性、完整性、可靠性方面都有了极大的提高.  相似文献   
93.
In the present paper, the identification and estimation problem of a single-input–single-output (SISO) fractional order state-space system will be addressed. A SISO state-space model is considered in which parameters and also state variables should be estimated. The canonical fractional order state-space system will be transformed into a regression equation by using a linear transformation and a shift operator that are appropriate for identification. The identification method provided in this paper is based on a recursive identification algorithm that has the capability of identifying the parameters of fractional order state-space system recursively. Another subject that will be addressed in this paper is a novel fractional order Kalman filter suitable for the systems with coloured measurement noise. The promising performance of the proposed methods is verified using two stable fractional order systems.  相似文献   
94.
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   
95.
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   
96.
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   
97.
智能仪表的可靠性设计与评估技术   总被引:1,自引:0,他引:1  
本文主要探讨智能仪表设计中最常采用的几种可靠性设计技术及其具体应用,详细介绍了其中的可靠性预计与可靠性分配技术具体方法和步骤,比较了现有的几种可靠性评估技术.  相似文献   
98.
文中将模糊控制技术运用到煤气混合串级调节系统中,介绍了系统的构成、原理及控制算法,有效地实现了混合煤气热值的检测和控制。  相似文献   
99.
应用遥编程的大时延遥操作技术   总被引:4,自引:0,他引:4  
李焱  贺汉根 《机器人》2001,23(5):391-396
如何克服通信线路中的大时延和有限带宽,是空间遥机器人面临的最重要的一个问题.本文 阐述了应用遥编程技术提高大时延遥操作的稳定性和操作精度的基本思想.提出了一种将操 作区分段,采取复合控制策略的遥操作方法.同时介绍了基于遥编程概念的遥操作实验系统 的设计及其试验结果.  相似文献   
100.
Coordination components for collaborative virtual environments   总被引:1,自引:0,他引:1  
This paper deals with the behavior of virtual environments from the collaboration point-of-view, in which actors (human or virtual beings) interact and collaborate by means of interdependent tasks. In this sense, actors may realize tasks that are dependent on tasks performed by other actors, while the interdependencies between tasks (through resource management and temporal relations) delineate the overall behavior of a virtual environment. Our main goal is to propose an approach for the coordination of those behaviors. Initially a generic study of possible interdependencies between collaborative tasks is presented, followed by the formal modeling (using Petri Nets) of coordination mechanisms for those dependencies. In order to implement such mechanisms, an architecture of reusable and pluggable coordination components is also introduced. These components are used in an implementation of a multi-user videogame. The presented approach is a concrete step to create virtual societies of actors that collaborate to reach common goals without the risk of getting involved in conflicting or repetitive tasks.  相似文献   
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