【单选题】

在引导学生赏析了郑燮的《竹石图》后,教师提问:“这幅作品适合悬挂在什么场合?”对该提问判断正确的是(  )。

A.
不合适,与课程内容无关
B.
不合适,不利于学生对作品进行审美判断
C.
合适,有助于突出本课的教学重点
D.
合适,有助于学生认识艺术与生活的关系
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参考解析
【B型选择题】

眼底散瞳检查宜选用(   )

A.

托吡卡胺滴眼剂

B.

拉坦前列素滴眼剂

C.

氯霉素滴眼剂

D.

碘苷滴眼剂

E.

泼尼松龙滴眼剂

【单选题】

半夏白术天麻汤的功用是(   )

A.
涤痰通络,舒筋止痛
B.
化痰息风,健脾祛湿
C.
健脾燥湿,和胃化痰
D.
燥湿化痰,平肝定搐
E.
清热化痰,平肝息风
【单选题】

关于利润表所反映的内容和作用的说法,正确的是(   )。

A.
利润表中的营业收入是由主营业务收入和其他业务收入组成
B.
利润表能够表明企业投入与费用之间的关系
C.
利润表中的利润总额包括营业外支出的相关费用
D.
利润表能够预测企业未来利润的增减情况
【单选题】

林小姐投资某债券,买入净价为100元,卖出净价为110元,期间取得利息收入10元,则其投资持有期收益率为(  )。

A.
20%
B.
10%
C.
18.2%
D.
9.1%
【单选题】

某男,50岁。头晕目眩、视力减退、腰膝酸软、遗精。证属肝肾阴虚,治当滋补肝肾,明目,宜选用的药是(  )

A.
黄精
B.
北沙参
C.
麦冬
D.
天冬
E.
枸杞子
【单选题】

某技术方案的设计生产能力为10万件,有两个可实施方案甲和乙,其盈亏平衡点产量分别为8万件和9万件,下列说法中正确的是(   )

A.
方案甲的风险大
B.
方案乙的风险大
C.
方案甲、乙的风险情况相同
D.
方案甲投产后盈利的可能性小
【A1型选择题】

“动极者镇之以静,阴亢者胜之以阳”,说明了阴阳之间的什么关系(    )

A.

阴阳对立

B.

阴阳互根

C.

阴阳平衡

D.

阴阳转化

E.

阴阳制约

【A1型选择题】

一期梅毒的主要症状,多于不洁性交后出现,其时间是(    )

A.

1~2周左右

B.

第1周

C.

2~4周左右

D.

4~5周左右

E.

6~8周左右

【单选题】

在治疗沙眼的非处方药中,具有沉淀蛋白质和收敛作用的药品是( )

A.
阿昔洛韦滴眼液
B.
色甘酸钠滴眼液
C.
硫酸锌滴眼液
D.
酞丁胺滴眼液
E.
磺胺醋酰钠滴眼液
【单选题】

Passage2

     Old stereotypes diehard. Picture a video-game player and you will likely imagine a teenage boy, byhimself, compulsively hammering away at a game involving rayguns and aliensthat splatter when blasted. Ten years ago that might have borne some relationto reality. But today a gamer is as likely to be a middle-aged commuterplaying  "Angry Birds" on hersmartphone. In America, the biggest market, the average game-player is 37 yearsold. Two-fifths are female.

     Over the past tenyears the video-game industry has grown from a small business to a huge, mainstreamone. With global sales of $56 billion in 2010, it is more than twice the sizeof the recorded-music industry. Despite the downturn, it is growing by almost9% a year.

    Is this success dueto luck or skill? The answer matters, because the rest of the entertainmentindustry has tended to treat gaming as being a lucky beneficiary of broadertechnological changes. Video gaming, unlike music, film or television, had theluck to be born digital. In fact, there is plenty  for old media to learn.

    Video games have certainly been swept along bytwo forces: demography and technology. The first gaming generation-the childrenof the 1970s and early 1980s-is now over 30. Many still love gaming, and canafford to spend far more on it now. Meanwhile rapid improvements in computingpower have allowed game designers to offer experiences that are now often morecinematic than the cinema.

     But even grantedthis good fortune, the game-makers have been clever. They have reached out tonew customers with new methods. They have branched out into education,corporate training and even warfare, and have embraced digital downloads andmobile devices with enthusiasm. Though big-budget games are still popular, muchof the growth now comes from  "casual" games that are simple, cheap and playable in shortbursts on mobile phones or in web browsers.

     The industry hasexcelled in a particular area-pricing. In an era when people are disinclined topay for content on the web, games publishers were quick to develop"freemium" models, where you rely on non-paying customers to build anaudience and then extract cash only from a fanatical few.

Asgaming comes to be seen as just another medium, its tech-savvy approachcould provide awelcome shot in the arm for existing media groups.


What can you learn from "freemium" model?

A.
It makes people inclined to pay for content on the web.
B.
It relies on non paying customers to make a profit.
C.
It makes money only from a few fanatical customers.
D.
It earns little for the game-publishers.