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61.
本文通过访谈法和问卷调查法来了解漓江学院非英语专业学生对英语学习的需求。该研究旨在探寻学生需求和语言测试之间的关系。通过对收集数据的分析,我们发现学生需求和大学英语语言测试相互影响。 相似文献
62.
从新现代主义设计核心理念视角来界定具有新现代主义风格的服饰,按照结构主义和艺术符号学的观点把新现代主义服饰作为一种符号系统,从指示符号、象征符号、形式美学符号三层次解读了新现代主义服饰产品的语言。 相似文献
63.
Olga Martin 《国际通用系统杂志》2013,42(6):683-701
The problem of defuzzification is examined in this paper from a broader perspective as a special way of dealing with the general problem of retranslation. The paper includes an overview of different formulations of the problem of defuzzification, as well as an overview of methods that have been suggested in the literature for dealing with the problem. Our own approach to defuzzification, which is described in the paper in more details, is based on relevant measures of uncertainty-based information. This paper is a companion to our recent paper that addresses the general problem of retranslation in computing with perceptions (Martin and Klir 2006). 相似文献
64.
C?亚历山大教授在其出版的《俄勒冈实验》一书中,以俄勒冈大学为实验母体,界定出一种设计方式,以适用任何社区的总体规划,并归纳为6种主要原则。文章从现实角度出发,针对俄勒冈大学规划现状,提取6种原则中的模式原则并选择其中较为重要的几项模式对其论述进行比较研究,并依照现有实施状况进行一般性评价。对俄勒冈大学规划现状的研究将为我国高校下一阶段的校园规划和校园更新建设提供一定参考价值。 相似文献
65.
66.
DMITRII POSPELOV 《国际通用系统杂志》2013,42(4):333-339
A model of understanding texts of a natural language is presented, which consists of three levels. On the first level, the system uses only information in the given text. On the second level, it employs additional information from a knowledge base. On the third level, understanding is connected with some activity of the system stimulated by the available information. 相似文献
67.
马红旭 《数字社区&智能家居》2013,(8):5141-5142,5152
该文主要介绍了计算机中用flash脚本语言实现下雨动画效果的方法。 相似文献
68.
《Behaviour & Information Technology》2012,31(6):560-569
Blogs are a widely growing form of computer-mediated communication used to achieve various personal and professional communicative goals. In the present study, we examined previously posted entries from 71 regular bloggers. We examined the blogs for the use of five forms of verbal irony: hyperbole, understatement, rhetorical question, sarcasm and jocularity. In addition, topic and emotional valence of the ironic utterances were examined. Results showed that hyperbole and understatement were more frequently used than the other forms of ironic language. Discussion of hobbies and social outings was the most commonly occurring topic of ironic language, and bloggers used verbal irony to convey both positive and negative intent. The results of this study demonstrated that adult bloggers do use a variety of forms of verbal irony in their personal blogs, despite the potential risk of being misunderstood. 相似文献
69.
This paper presents a methodology for the testing of intelligent electronic devices (IEDs) in IEC 61850-based substation automation systems (SAS), without any service interruption to the end users, during the testing process. IEC 61850-based SAS provides opportunities for a new level of substation operation, enhancing operating efficiency, and protection reliability based on Ethernet-based communication networks. Due to these changes to the conventional substations, importance and dependency on IEDs is increasing rapidly. Frequency of faults occurring in the power systems is random in nature and is unpredictable. It is necessary to test and maintain the IEDs to ensure their proper operation at crucial times. This paper presents a novel methodology for testing the IEDs, without compromising the service reliability during the testing process. The proposed methodology exploits the inherit characteristics of IEC 61850 standard i.e. Network - based communication, interchangeability between multivendor IEDs, and engineering based on substation configuration language (SCL) files. The feasibility and robustness of the proposed method has been verified by performing several performance verification tests with different performance metrics. 相似文献
70.
Informally, a first-past-the-post game is a (probabilistic) game where the winner is the person who predicts the event that occurs first among a set of events. Examples of first-past-the-post games include so-called block and hidden patterns and the Penney-Ante game invented by Walter Penney. We formalise the abstract notion of a first-past-the-post game, and the process of extending a probability distribution on symbols of an alphabet to the plays of a game. We establish a number of properties of such games, for example, the property that an incomplete first-past-the-post game is also a first-past-the-post game.Penney-Ante games are multi-player games characterised by a collection of regular, prefix-free languages. Analysis of such games is facilitated by a collection of simultaneous (non-linear) equations in languages. Essentially, the equations are due to Guibas and Odlyzko. However, they did not formulate them as equations in languages but as equations in generating functions detailing lengths of words. For such games, we show how to use the equations in languages to calculate the probability of winning and how to calculate the expected length of a game for a given outcome. We also exploit the properties of first-past-the-post games to show how to calculate the probability of winning in the course of a play of the game. In this way, we avoid the construction of a deterministic finite-state machine or the use of generating functions, the two methods traditionally used for the task.We observe that Aho and Corasick's generalisation of the Knuth–Morris–Pratt pattern-matching algorithm can be used to construct the deterministic finite-state machine that recognises the language underlying a Penney-Ante game. The two methods of calculating the probabilities and expected values, one based on the finite-state machine and the other based on the non-linear equations in languages, have been implemented and verified to yield the same results. 相似文献