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21.
转发式干扰因与雷达发射波形的高度相关性,经雷达主瓣接收后易对雷达产生严重的干扰作用。为解决主瓣干扰问题,建立正交频率分集调频多输入多输出(orthogonal frequency division multiplexing-multiple input multiple output, OFDM-MIMO)雷达主瓣接收的转发式干扰信号模型,分析了该干扰对OFDM-MIMO雷达的干扰机理;同时基于自适应方法处理理论,推导了OFDM-MIMO雷达自适应处理权向量解析式,提出了基于距离依赖波束的OFDM-MIMO雷达转发式主瓣干扰自适应抑制方法。理论研究和仿真结果表明,提出的方法提高了输出信干噪比,实现了转发式主瓣干扰的有效抑制。 相似文献
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针对以常规母联开关互联的交流电网线路变压器容量无法合理利用的问题,提出了依靠由背靠背电压源变流器组成的新型大功率柔性互联装置实现两侧交流电网有功功率互济的协调控制方法。介绍了新型柔性互联装置的拓扑结构与基本的控制原理,为实现两侧线路变压器容量合理的目标制定了一种生成有功功率参考的方法,并基于PSCAD/EMTDC搭建了一套仿真算例,对新型柔性互联装置的基本控制与所提出的有功互济的协调控制方法进行了验证。仿真结果表明,在柔性互联装置采用所提方法时能够实现两侧交流线路的有功功率互济,解决了线路变压器容量无法合理分配的问题。 相似文献
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A search is conducted for a target moving in discrete time among a finite number of cells according to a known Markov process. The searcher must choose one cell in which to search in each time period. The set of cells available for search depends upon the cell chosen in the last time period. The problem is to find a search path, i.e., a sequence of search cells, that either maximizes the probability of detection or minimizes the mean number of time periods required for detection. The search problem is modelled as a partially observable Markov decision process and several approximate solutions procedures are proposed. © 1995 John Wiley & Sons, Inc. 相似文献
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Assessing the effects of changes in weapons systems or battle tactics is difficult because of the variations in battles and the resulting instability of measures of combat effectiveness. Even under the relatively stable conditions of designed combat exercises, traditional measures may fail to reflect important battle events and dynamics. This variation in results makes the design, conduct, and evaluation of combat experiments, combat simulations, and combat training exercises a challenging endeavor, indeed. We develop and examine a combat measure of effectiveness, based on Lanchester models, which we call the battle trace. The battle trace is a measure of ongoing battle results, measured as a function of time into the battle. We describe how such measures might contribute to assessing effects of changing certain battle parameters. We suggest applications of these ideas to developing combat simulations and to enhancing combat training exercises. 相似文献
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This article details several procedures for using path control variates to improve the accuracy of simulation-based point and confidence-interval estimators of the mean completion time of a stochastic activity network (SAN). Because each path control variate is the duration of the corresponding directed path in the network from the source to the sink, the vector of selected path controls has both a known mean and a known covariance matrix. This information is incorporated into estimation procedures for both normal and nonnormal responses. To evaluate the performance of these procedures experimentally, we examine the bias, variance, and mean square error of the controlled point estimators as well as the average half-length and coverage probability of the corresponding confidence-interval estimators for a set of SANs in which the following characteristics are systematically varied: (a) the size of the network (number of nodes and arcs); (b) the topology of the network; (c) the percentage of activities with exponentially distributed durations; and (d) the relative dominance of the critical path. The experimental results show that although large improvements in accuracy can be achieved with some of these procedures, the confidence-interval estimators for normal responses may suffer serious loss of coverage probability in some applications. 相似文献
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Cumulative search-evasion games (CSEGs) are two-person zero-sum search-evasion games where play proceeds throughout some specified period without interim feedback to either of the two players. Each player moves according to a preselected plan. If (Xt, Yt,) are the positions of the two players at time t, then the game's payoff is the sum over t from 1 to T of A(Xt, Yt, t). Additionally, all paths must be “connected.” That is, the finite set of positions available for a player in any time period depends on the position selected by that player in the previous time period. One player attempts to select a mixed strategy over the feasible T-time period paths to maximize the expected payoff. The other minimizes. Two solution procedures are given. One uses the Brown-Robinson method of fictitious play and the other linear programming. An example problem is solved using both procedures. 相似文献
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