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Defining speed of diffusion as the amount of time it takes to get from one penetration level to a higher one, we introduce a dynamic model in which we study the link between pricing policy, speed of diffusion, and number of competitors in the market. Our analysis shows that, in the case of strategic (oligopolistic) competition, the speed of diffusion has an important influence on the optimal pricing policy. In particular, we find that higher speeds of diffusion create an incentive to strategically interacting firms to lower their prices. 相似文献
3.
George Lagogiannis Christos Makris Athanasios Tsakalidis 《Journal of Discrete Algorithms》2006,4(1):106-141
We consider the problem of maintaining a dynamic ordered set of n integers in a universe U under the operations of insertion, deletion and predecessor queries. The computation model used is a unit-cost RAM, with a word length of w bits, and the universe size is |U|=2w. We present a data structure that uses O(|U|/log|U|+n) space, performs all the operations in O(loglog|U|) time and needs O(loglog|U|/logloglog|U|) structural changes per update operation. The data structure is a simplified version of the van Emde Boas' tree introducing, in its construction and functioning, new concepts, which help to keep the important information for searching along the path of the tree, in a more compact and organized way. 相似文献
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Nobuyuki Hanaki 《Complexity》2004,9(5):41-50
This article seeks to ascertain whether the strategy‐learning model of Hanaki, Sethi, Erev, and Peterhansl (2003) better accounts for observed behavior than do the various action‐learning models. It does so by measuring the goodness‐of‐fit of the models' predictions against published experimental results for such games as Coordination, Prisoner's Dilemma, and Chicken. The fit is measured via the mean squared deviation (MSD) between the observed behavior and the one predicted by the model. The results show that, for Chicken, the strategy‐learning model fits the observed data much better than do the action‐learning models. The best action‐learning model, on the other hand, fits the observed data well in Coordination. Overall, the strength of the strategy‐learning model is best shown in games where alternations between the two stage‐game Nash equilibria are often observed in the laboratory experiments. © 2004 Wiley Periodicals, Inc. Complexity 9: 41–50, 2004 相似文献
6.
A Variable Neighborhood Search for the Multi Depot Vehicle Routing Problem with Time Windows 总被引:6,自引:0,他引:6
Michael Polacek Richard F. Hartl Karl Doerner Marc Reimann 《Journal of Heuristics》2004,10(6):613-627
The aim of this paper is to propose an algorithm based on the philosophy of the Variable Neighborhood Search (VNS) to solve Multi Depot Vehicle Routing Problems with Time Windows. The paper has two main contributions. First, from a technical point of view, it presents the first application of a VNS for this problem and several design issues of VNS algorithms are discussed. Second, from a problem oriented point of view the computational results show that the approach is competitive with an existing Tabu Search algorithm with respect to both solution quality and computation times. 相似文献
7.
We consider the classical problem of searching for a heavier coin in a set of n coins, n-1 of which have the same weight. The weighing device is b-balance which is the generalization of two-arms balance. The minimum numbers of weighings are determined exactly for worst-case sequential algorithm, average-case sequential algorithm, worst-case predetermined algorithm, average-case predetermined algorithm.We also investigate the above search model with additional constraint: each weighing is only allowed to use the coins that are still in doubt. We present a worst-case optimal sequential algorithm and an average-case optimal sequential algorithm requiring the minimum numbers of weighings. 相似文献
8.
This paper describes an optimization technique based on an heuristic procedure which is applied to analyse and improve the efficiency of the design of Global Positioning System (GPS) surveying networks. GPS is a valuable survey tool because of its ability to increase the accuracy, speed and flexibility of a survey. A GPS network can be defined as a number of stations, which are co-ordinated by a series of sessions, formed by placing receivers on stations. The goal is to select the best order in which these sessions can be organised to give the best possible schedule. Generally, solving large networks to optimality requires impractical computational time. This paper proposes a Tabu Search technique which provides optimal or near-optimal solutions for large networks with an acceptable amount of computational effort. Computational results for several case studies with known and unknown optimal schedules have been presented to assess the performance of the proposed technique. 相似文献
9.
Nearly four hundred non-routine organizational decisions were investigated to discover search approaches––determining the frequency of use and success of each search approach uncovered. A “search approach” is made up of a direction and a means to uncover solution ideas. Direction indicates desired results and it can be either implicit or explicit, with an explicit direction offering either a problem or a goal-like target. Solutions can be uncovered by opportunity, bargaining, and chance as well as by rational approaches. Defining a search approach as a direction coupled with a means of search, search approaches were linked with indicators of success, measured by the decision's adoption, value and timeliness, noting frequency. A rational, goal-directed, search approach was more apt to produce successful outcomes. Bargaining with stakeholders to uncover solutions was always combined some of the search approaches in this study, and this merger improved the prospects of success. Searches with an opportunistic or chance (emergent opportunity) features and rational searches with a problem target were more apt to produce unsuccessful outcomes. The means used to come up with a solution had less bearing on success than did the type of direction, with goal-directed searches leading to the best outcomes. Each search approach is discussed to reveal best practices and to offer suggestions to improve practice. 相似文献
10.
Noninferior Nash Strategies for Multi-Team Systems 总被引:1,自引:0,他引:1
This paper is concerned with the optimization of systems that are controlled by several teams of decision makers. The decision makers within each team cooperate for the benefit of their team. On the other hand, the teams compete among themselves in order to achieve an objective that relates to the overall performance of the system. An approach that merges concepts from team theory and game theory for dealing with such systems and a solution called the noninferior Nash strategy are introduced. This multi-team solution provides a new framework for analyzing hierarchically controlled systems so as to address complicated coordination problems among the decision makers. The properties of the noninferior Nash solution in static multi-team systems are investigated and necessary conditions for its existence are derived. Analytical expressions for the noninferior Nash strategies are derived for a class of linear-quadratic static multi-team games. In order to deal with the issue of nonuniqueness of the solution, the concept of a noninferior Nash strategy with a team leader is introduced. Several examples are presented to illustrate the results. 相似文献