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1.
The recent evolution of wireless sensor networks have yielded a demand to improve energy-efficient scheduling algorithms and energy-efficient medium access protocols. This paper proposes an energy-efficient real-time scheduling scheme that reduces power consumption and network errors on dual channel networks. The proposed scheme is based on a dynamic modulation scaling scheme which can scale the number of bits per symbol and a switching scheme which can swap the polling schedule between channels. Built on top of EDF scheduling policy, the proposed scheme enhances the power performance without violating the constraints of real-time streams. The simulation results show that the proposed scheme enhances fault-tolerance and reduces power consumption.  相似文献   
2.
将交换式以太网引入工业实时通信领域正受到越来越多的关注,但是,基于成熟商用组件技术(COTS)的交换式以太网在实时性方面的缺陷限制了其在工业实时通信领域中应用。基于FTT模型(Flexible Time—Triggered communication paradigm),在无须对现有交换以太网做任何硬件改动的前提下,实现了交换式以太网上周期性实时消息与其它消息在时间上严格隔离,并针对周期性实时消息传输提出了一种基于EDF的实时性调度算法,仿真实验表明该算法具有明显的优点。  相似文献   
3.
This work considers non-terminating scheduling problems in which a system of multiple resources serves clients having variable needs. The system has m identical resources and n clients; in each time slot each resource may serve at most one client; in each such slot t each client γ has a rate, a real number ρ γ (t), that specifies his needs in this slot. The rates satisfy the restriction ∑ γ ρ γ (t)≤m for any slot t. Except of this restriction, the rates can vary in arbitrary fashion. (This contrasts most prior works in this area in which the rates of the clients are constant.) The schedule is required to be smooth as follows: a schedule is Δ -smooth if for all time intervals I the absolute difference between the amount of service received by each client γ to his nominal needs of ∑ tI ρ γ (t) is less than Δ. Our objective are online schedulers that produce Δ-smooth schedules where Δ is a small constant which is independent of m and n. Our paper constructs such schedulers; these are the first online Δ-smooth schedulers, with a constant Δ, for clients with arbitrarily variable rates in a single or multiple resource system. Furthermore, the paper also considers a non-concurrent environment in which there is an additional restriction that each client is served at most once in each time slot; it presents the first online smooth schedulers for variable rates under this restriction. The above non-concurrent restriction is crucial in some applications (e.g., CPU scheduling). It has been pointed out that this restriction “adds a surprising amount of difficulty” to the scheduling problem. However, this observation was never formalized and, of course, was never proved. Our paper formalizes and proves some aspects of this observation. Another contribution of this paper is the introduction of a complete information, two player game called the analog-digital confinement game. In such a game pebbles are located on the real line; the two players, the analog player and the digital player, take alternating turns and each one, in his turn, moves some of the pebbles; the digital player moves the pebbles backwards by discrete distances while the analog player moves the pebbles forward by analog distances; the aim of the analog player is to cause one pebble (or more) to escape a pre-defined real interval while the aim of the digital player is to confine the pebbles into the interval. We demonstrate that this game is a convenient framework to study the general question of how to approximate an analog process by a digital one. All the above scheduling results are established via this game. In this derivation, the pebbles represent the clients, the analog player generates the needs of the clients and the digital player generates the schedule. Dedicated to the memory of Professor Shimon Even for his inspiration and encouragement  相似文献   
4.
This paper introduces an analytical method for approximating the performance of a firm real-time system consisting of a number of parallel infinite-capacity single-server queues. The service discipline for the individual queues is earliest-deadline-first (EDF). Real-time jobs with exponentially distributed relative deadlines arrive according to a Poisson process. Jobs either all have deadlines until the beginning of service or deadlines until the end of service. Upon arrival, a job joins a queue according to a state-dependent stationary policy, where the state of the system is the number of jobs in each queue. Migration among the queues is not allowed. An important performance measure to consider is the overall loss probability of the system. The system is approximated by a Markovian model in the long run. The resulting model can then be solved analytically using standard Markovian solution techniques. Comparing numerical and simulation results for at least three different stationary policies, we find that the existing errors are relatively small.  相似文献   
5.
分时EDF算法及其在多媒体操作系统中的应用   总被引:2,自引:0,他引:2  
提出了一种新的CPU调度算法--分时EDF(Earliest Deadine First)算法,该算法能保证硬实时任务不丢失死线,并易于在分时系统中实现。以分时EDF算法为基础,提出一种新的CPU层次调度算法--HRFSFQ,该算法用于多媒体操作系统时能保证各类任务的QoS。最后通过大量实验证明了上述算法的有效性和正确性。  相似文献   
6.
现有的硬实时周期任务和非周期任务的混合调度方法都没有保证非周期任务的实时性,所以不适合调度具有强实时要求的偶发任务.通过分析和计算EDF算法调度偶发任务所占用的空闲时间和挪用时间,以及调度后对空闲时间和最大可挪用时间的影响,提出一种采用EDF算法统一调度硬实时周期任务和偶发任务时的可调度性充分判定算法.最后用仿真实验得出了该算法在不同系统负载下的判定准确率和偶发任务的平均响应时间.  相似文献   
7.
EDZL (Earliest Deadline first until Zero Laxity) is an efficient and practical scheduling algorithm on multiprocessor systems. It has a comparable number of context switch to EDF (Earliest Deadline First) and its schedulable utilization seems to be higher than that of EDF. Previously, there was a conjecture that the utilization bound of EDZL is 3m/4=0.75m for m processors. In this paper, we disprove this conjecture and show that the utilization bound of EDZL is no greater than m(1−1/e)≈0.6321m, where e≈2.718 is the Euler's number.  相似文献   
8.
针对基于商用现成组件技术(Commercial Off-The-Shelf,COTS)的交换式以太网不能满足工业数据通信的实时性要求问题,给出了改进的FTT(Flexible Time-Triggered communication paradigm)网络调度模型,提出了新的周期性实时消息链路可调度性优化判定方法,在此基础上设计了一种基于EDF(Earliest Deadline First)的实时调度算法。算法通过对网络消息流量进行有效控制防止交换机缓冲区溢出,同时充分发挥网络在同一时间存在多个并行传输链路的优势,提高了网络实时性。仿真实验表明该算法在提高网络的聚合带宽、减小消息的平均等待延时和丢失率方面均有明显的优势。  相似文献   
9.
多核处理器正越发广泛地应用到现代嵌入式系统的设计与实现当中,其强大的计算能力为将多个不同关键性级别的功能子系统集成到统一的共享资源平台提供了支持.混合关键性系统的调度问题即便在单处理器平台中都极具挑战性,在多处理器平台则更为困难.将目前资源利用率最高的单处理器混合关键性调度算法EY-VD扩展到多处理器平台中.首先,结合传统的划分调度策略提出了适用于多处理器混合关键性系统的MC-PEDF(mixedcriticality partitioned earliest deadline first)划分调度算法.尽管比之前的算法有更好的可调度性能,但传统的划分策略不能有效地平衡不同关键性级别下的负载,故其不完全适用于混合关键性系统.为了克服传统策略的不足,提出了划分调度策略OCOP(one criticality one partition).OCOP允许系统在关键性模式切换时对实时任务集进行重新划分,进而更好地平衡各个处理器在不同关键性模式中的资源利用率.基于OCOP,提出了第2种划分调度算法MC-MP-EDF(mixed-criticality multi-partitioned EDF).基于随机生成任务集的仿真实验结果表明,与MC-PEDF和已有的算法相比,MC-MP-EDF能够显著地提高系统的可调度性,尤其是在处理器数量较多的系统中.  相似文献   
10.
针对光速可控情况下信息的传播速度问题,提出利用非解析点方法测量掺Er3+光纤(EDF)中慢光和超光速情况下的信息速度.实验结果表明,可以通过调节泵浦光功率来控制慢光或者超光速传播的群速度,由于信息的传递速度不受群速度的影响,在我们测量精度内,非解析点代表的信息速度不会超过真空中的光速.  相似文献   
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