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1.
《Ceramics International》2022,48(15):21773-21780
In this work, Ni/TiC composites were synthesized by the laser cladding technique (LCT). A scanning electron microscope (SEM), X-ray diffractometer (XRD), microhardness meter, electrochemical workstation, and friction and wear tester examined the microstructure, surface morphology, phase structure, microhardness, wear, and corrosion resistances of the Ni/TiC composites. These results indicated the Ni/40TiC composite contained finer equiaxed crystals than the Ni and Ni/20TiC composites. In addition, numerous TiC particles in the Ni/40TiC composite impeded growth of the nickel crystals, which resulted in the fine microstructure of the Ni/40TiC composite. The Ni, Ni/20TiC, and Ni/40TiC composites exhibited face-centered cubic (f c c) lattices. The average microhardness values of the Ni/20TiC and Ni/40TiC composites were approximately 748 HV and 851 HV, respectively. The Ni/40TiC composite had the lowest friction coefficient (0.43) among all three coatings, and only some shallow scratches appeared on the surface of the Ni/40TiC composite. The corrosion potential (E) of Ni/40TiC exceeded the Ni/20TiC composite, and both were larger than the Ni composite, which indicated the Ni/40TiC composite had outstanding corrosion resistance and the Ni composite had poor corrosion resistance. The corrosion current densities (i) of Ni, Ni/20TiC, and Ni/40TiC composites were 5.912, 4.405, and 3.248 μA/cm2, respectively.  相似文献   
2.
《Ceramics International》2022,48(18):26055-26062
Indo-Pacific glass beads are produced by the drawn technique, which originates from South Asia, and their chemical compositions are unique in South and Southeast Asia. However, a small number of Indo-Pacific beads with Sassanian glass compositions are excavated in Asia and Africa after the 3rd c. CE, and their production sites in South/Southeast Asia or in the Sassanian region remain controversial. In this study, 15 drawn glass beads with various colours from Astana necropolis (ca. the 4th-8th c. CE) in Xinjiang, northwest China were investigated by using laser ablation-inductively coupled plasma-mass spectrometry (LA-ICP-MS), Scanning Electron Microscope, Raman spectroscopy and visible to near-infrared spectroscopy to characterize the production technology and origins. The results show that most Astana glass beads share similar chemical compositions with the glassware from Veh Arda?īr, a famous Sasanian site. Furthermore, Sasanian glass compositions predominate in Indo-Pacific beads in Xinjiang during the 4th-8th c. CE, while popular glass recipes in contemporary South/Southeast Asia are infrequently found; thus, it is deduced that the drawn method should have been mastered by Sasanian craftsmen. Moreover, the cobalt materials in Sasanian glass were imported from further western regions and changed over time. The popular Sasanian glass across central Eurasia reflects the trade monopoly of Sasanian in West and Central Asia, and the land glass bead trade is distinct from the contemporary maritime trade in the Indian and Pacific Oceans.  相似文献   
3.
This paper focuses on the design of a 2.3–21 GHz Distributed Low Noise Amplifier (LNA) with low noise figure (NF), high gain (S21), and high linearity (IIP3) for broadband applications. This distributed amplifier (DA) includes S/C/X/Ku/K-band, which makes it very suitable for heterodyne receivers. The proposed DA uses a 0.18 μm GaAs pHEMT process (OMMIC ED02AH) in cascade architecture with lines adaptation and equalization of phase velocity techniques, to absorb their parasitic capacitances into the gate and drain transmission lines in order to achieve wide bandwidth and to enhance gain and linearity. The proposed broadband DA achieved an excellent gain in the flatness of 13.5 ± 0.2 dB, a low noise figure of 3.44 ± 1.12 dB, and a small group delay variation of ±19.721 ps over the range of 2.3–21 GHz. The input and output reflection coefficients S11 and S22 are less than −10 dB. The input compression point (P1dB) and input third-order intercept point (IIP3) are −1.5 dBm and 11.5 dBm, respectively at 13 GHz. The dissipated power is 282 mW and the core layout size is 2.2 × 0.8 mm2.  相似文献   
4.
杨春燕  宾冬梅  黎新 《电信科学》2021,37(2):144-153
提出了一种基于实用拜占庭容错(PBFT)算法的区块链技术,首先对传统的实用拜占庭容错算法原理进行了阐述,该传统算法包含前期、需求、预准备、准备、确认、答复6个阶段,但传统算法具有实时性差、缺乏惩罚机制、带宽高的缺点。针对出现的这些问题,又对传统算法进行了改进,具体涉及记账节点、共识过程以及视图切换过程。通过测试进一步证明了该改进算法的实用性,并将该算法应用于电网企业中,构建的虚拟仓库实现了联储联备,降低了库存资金的耗费,并且提高了电网企业库存管理的效率。  相似文献   
5.
Most real-world vehicle nodes can be structured into an interconnected network of vehicles. Through structuring these services and vehicle device interactions into multiple types, such internet of vehicles becomes multidimensional heterogeneous overlay networks. The heterogeneousness of the overlays makes it difficult for the overlay networks to coordinate with each other to improve their performance. Therefore, it poses an interesting but critical challenge to the effective analysis of heterogeneous virtual vehicular networks. A variety of virtual vehicular networks can be easily deployed onto the native network by applying the concept of SDN (Software Defined Networking). These virtual networks reflect their heterogeneousness due to their different performance goals, and they compete for the same physical resources of the underlying network, so that a sub-optimal performance of the virtual networks may be achieved. Therefore, we propose a Deep Reinforcement Learning (DRL) approach to make the virtual networks cooperate with each other through the SDN controller. A cooperative solution based on the asymmetric Nash bargaining is proposed for co-existing virtual networks to improve their performance. Moreover, the Markov Chain model and DRL resolution are introduced to leverage the heterogeneous performance goals of virtual networks. The implementation of the approach is introduced, and simulation results confirm the performance improvement of the latency sensitive, loss-rate sensitive and throughput sensitive heterogeneous vehicular networks using our cooperative solution.  相似文献   
6.
本文以云杉八齿小蠹Ips typographus Linnaeus为例,经标本选取,观察虫体整体形态,绘制整体结构草图,电子显微镜观察局部、得到局部数字图像,分别建立虫体每一部分的高精度细节。把模型每部分拼装在一起组成整体模型,构建出了云杉八齿小蠹三维虚拟昆虫数字化模型。  相似文献   
7.
Abstract

Industry 4.0 aims at providing a digital representation of a production landscape, but the challenges in building, maintaining, optimizing, and evolving digital models in inter-organizational production chains have not been identified yet in a systematic manner. In this paper, various Industry 4.0 research and technical challenges are addressed, and their present scenario is discussed. Moreover, in this article, the novel concept of developing experience-based virtual models of engineering entities, process, and the factory is presented. These models of production units, processes, and procedures are accomplished by virtual engineering object (VEO), virtual engineering process (VEP), and virtual engineering factory (VEF), using the knowledge representation technique of Decisional DNA. This blend of the virtual and physical domains permits monitoring of systems and analysis of data to foresee problems before they occur, develop new opportunities, prevent downtime, and even plan for the future by using simulations. Furthermore, the proposed virtual model concept not only has the capability of Query Processing and Data Integration for Industrial Data but also real-time visualization of data stream processing.  相似文献   
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10.
ABSTRACT

The concept of digital game-based learning (DGBL) evolves rapidly together with technological enhancements of virtual reality (VR) and smart phones. However, the mental workload (MWL) that VR-training applications demand and motivational qualities originating from user experience (UX) should be identified in order to create effective and enjoyable training/learning challenges that fit with individual users’ capabilities. This study examined the effects of reality-based interaction (RBI) and VR on measures of student motivation and MWL, in a mental arithmetic game for secondary school pupils. In a randomised controlled trial with sixty school children, a mental arithmetic game was tested with three different interaction and two different presentation methods – VR RBI, VR head-mounted-display tapping and tablet flick-gesture. Results found a significant effect of RBI on MWL but no differences in enjoyment of training were found between VR-experience and tablet training-experience. In fact, adding the gaming-context to the mental arithmetic task created an enjoyable, motivating experience regardless of presentation or interaction-style.  相似文献   
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