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Bram Adams Ryan Kavanagh Ahmed E. Hassan Daniel M. German 《Empirical Software Engineering》2016,21(3):960-1001
Reuse of software components, either closed or open source, is considered to be one of the most important best practices in software engineering, since it reduces development cost and improves software quality. However, since reused components are (by definition) generic, they need to be customized and integrated into a specific system before they can be useful. Since this integration is system-specific, the integration effort is non-negligible and increases maintenance costs, especially if more than one component needs to be integrated. This paper performs an empirical study of multi-component integration in the context of three successful open source distributions (Debian, Ubuntu and FreeBSD). Such distributions integrate thousands of open source components with an operating system kernel to deliver a coherent software product to millions of users worldwide. We empirically identified seven major integration activities performed by the maintainers of these distributions, documented how these activities are being performed by the maintainers, then evaluated and refined the identified activities with input from six maintainers of the three studied distributions. The documented activities provide a common vocabulary for component integration in open source distributions and outline a roadmap for future research on software integration. 相似文献
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Emad Shihab Akinori Ihara Yasutaka Kamei Walid M. Ibrahim Masao Ohira Bram Adams Ahmed E. Hassan Ken-ichi Matsumoto 《Empirical Software Engineering》2013,18(5):1005-1042
Bug fixing accounts for a large amount of the software maintenance resources. Generally, bugs are reported, fixed, verified and closed. However, in some cases bugs have to be re-opened. Re-opened bugs increase maintenance costs, degrade the overall user-perceived quality of the software and lead to unnecessary rework by busy practitioners. In this paper, we study and predict re-opened bugs through a case study on three large open source projects—namely Eclipse, Apache and OpenOffice. We structure our study along four dimensions: (1) the work habits dimension (e.g., the weekday on which the bug was initially closed), (2) the bug report dimension (e.g., the component in which the bug was found) (3) the bug fix dimension (e.g., the amount of time it took to perform the initial fix) and (4) the team dimension (e.g., the experience of the bug fixer). We build decision trees using the aforementioned factors that aim to predict re-opened bugs. We perform top node analysis to determine which factors are the most important indicators of whether or not a bug will be re-opened. Our study shows that the comment text and last status of the bug when it is initially closed are the most important factors related to whether or not a bug will be re-opened. Using a combination of these dimensions, we can build explainable prediction models that can achieve a precision between 52.1–78.6 % and a recall in the range of 70.5–94.1 % when predicting whether a bug will be re-opened. We find that the factors that best indicate which bugs might be re-opened vary based on the project. The comment text is the most important factor for the Eclipse and OpenOffice projects, while the last status is the most important one for Apache. These factors should be closely examined in order to reduce maintenance cost due to re-opened bugs. 相似文献
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Olivier Guillon Wolfgang Rheinheimer Martin Bram 《Advanced Engineering Materials》2023,25(18):2201870
Novel sintering methods have emerged in the recent past years, which have raised great interest in the scientific community. Relying on electric field effects, high heating rates, the use of mechanical pressure, or hydrothermal conditions, they offer fundamental advantages compared to conventional sintering routes like minimizing the energy consumption and enhancing the process efficiency. This perspective aims at explaining these effects in a general way and presenting the status quo of using them for the processing of high-performing ceramic materials. In detail, this work focuses on flash sintering, ultrafast high-temperature sintering, spark plasma sintering, cold sintering, and photonic sintering methods based on different light sources. The specificities, potentials, and limitations of each method are compared, especially in the light of a possible industrialization. 相似文献
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A device is described in which a biological specimen is periodically accelerated for a short period. Each event is followed by a variable period of free fall. Assuming that the g-dose (expressed g s) has to surpass a certain minimal value to be perceived by cells, and in addition, there is a minimal time threshold for sensing a change in gravity, it is conceivable that conditions are created in which cells do not detect the periodic acceleration, and only experience the periodic free-fall movement as a long-term weightlessness condition. Using the cell-cycle progression of the unicellular green alga Chlamydomonas as an example, it is shown that with this device effects can be generated which are similar to those observed in satellite flights. 相似文献
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Steinicke F Bruder G Kuhl S Willemsen P Lappe M Hinrichs KH 《IEEE transactions on visualization and computer graphics》2011,17(7):888-899
The display units integrated in today's head-mounted displays (HMDs) provide only a limited field of view (FOV) to the virtual world. In order to present an undistorted view to the virtual environment (VE), the perspective projection used to render the VE has to be adjusted to the limitations caused by the HMD characteristics. In particular, the geometric field of view (GFOV), which defines the virtual aperture angle used for rendering of the 3D scene, is set up according to the display field of view (DFOV). A discrepancy between these two fields of view distorts the geometry of the VE in a way that either minifies or magnifies the imagery displayed to the user. It has been shown that this distortion has the potential to affect a user's perception of the virtual space, sense of presence, and performance on visual search tasks. In this paper, we analyze the user's perception of a VE displayed in a HMD, which is rendered with different GFOVs. We introduce a psychophysical calibration method to determine the HMD's actual field of view, which may vary from the nominal values specified by the manufacturer. Furthermore, we conducted two experiments to identify perspective projections for HMDs, which are identified as natural by subjects--even if these perspectives deviate from the perspectives that are inherently defined by the DFOV. In the first experiment, subjects had to adjust the GFOV for a rendered virtual laboratory such that their perception of the virtual replica matched the perception of the real laboratory, which they saw before the virtual one. In the second experiment, we displayed the same virtual laboratory, but restricted the viewing condition in the real world to simulate the limited viewing condition in a HMD environment. We found that subjects evaluate a GFOV as natural when it is larger than the actual DFOV of the HMD--in some cases up to 50 percent--even when subjects viewed the real space with a limited field of view. 相似文献
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This study explores how distributing the controls of a video game among multiple players affects the sociality and engagement experienced in game play. A video game was developed in which the distribution of game controls among the players could be varied, thereby affecting the abilities of the individual players to control the game. An experiment was set up in which eight groups of three players were asked to play the video game while the distribution of the game controls was increased in three steps. After each playing session, the players’ experiences of sociality and engagement were assessed using questionnaires. The results showed that distributing game control among the players increased the level of experienced sociality and reduced the level of experienced control. The game in which the controls were partly distributed led to the highest levels of experienced engagement, because the game allowed social play while still giving the players a sense of autonomy. The implications for interaction design are discussed. 相似文献