【单选题】

合规风险报告是银行合规部门的一项重要职责,合规负责人应不定期就合规事项向银行高级管理层报告。(  )

A.
B.
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参考答案
参考解析
【单选题】
神经纤维Na通道处于失活状态的时期大致相当于
A.
绝对不应期
B.
相对不应期
C.
超常期
D.
低常期
E.
正常时期
【单选题】

治疗温病热入心包,神昏窍闭,应选用的药物是

A.
牛黄
B.
石膏
C.
生地黄
D.
青蒿
E.
地骨皮
【A4型选择题】

女,7岁。额部多发性疖肿,未治。红肿扩大,弛张性高热,4天后,臀部皮下又发现一块肿块,疼痛,压痛明显,且有波动感。进一步确诊的方法是(    )。

A.

头部X线摄片

B.

臀部肿块B超检查

C.

臀部X线摄片

D.

查血象

E.

臀部肿块穿刺抽脓

【单选题】

一般来说,在政府债券、金融债券、企业债券和公司债券中,信用风险最小的是(  )。

A.
政府债券
B.
金融债券
C.
企业债券
D.
公司债券
【单选题】

根据《公路工程施工分包管理办法》,分包工程最初的支付申请应由甲在合同约定的时间,向乙送该阶段施工的付款申请单,上述甲乙分别为(       )。

A.
甲为分包人,乙为承包人
B.
甲为承包人,乙为监理
C.
甲为分包人,乙为监理
D.
甲为承包人,乙为业主
【单选题】

工伤的认定要分为认定为工伤和视同为工伤,下列关于工伤的认定说法,正确的是(   )。

A.
小张是企业的安全管理人员,在进行安全检查时,发现车床有重大隐患,坚持要求停机检查,但车床操作工小吴想要继续使用,下班后再停机,双方言语激烈,冲突中,小张被小吴拿的扳手打伤右臂,小张应认定为工伤
B.
小丽是车间操作工,在上班期间被找上门的芳芳挠伤面部,民警调查原因是,芳芳认为小丽在生活中与其男友走的太近,针对小丽的伤势,应认定为工伤
C.
小郑在上班期间,拿出手机查看,发现前日买的彩票中大奖,一时激动语塞,倒地呻吟,事态严重,同事将其送往医院后,经医治36h后终不治身亡,小郑应认定为工伤
D.
小王在面试后,接到面试官的通知,要求其第二天到公司上班,第二天便早早来到公司,在打扫车间卫生时被蒸汽烫伤,公司以未与其签订劳动合同,还不属于公司员工为理由,拒绝认定为工伤
【A1型选择题】

下列关于局部麻醉药物的描述,哪个是正确的(  )。

A.

心律失常患者常用的局麻药为酯类

B.

普鲁卡因的效能强度高于酰胺类局麻药物

C.

阿替卡因适用于所有患者

D.

丁卡因常用于浸润麻醉

E.

利多卡因的常用阻滞麻醉浓度为1%~2%

【单选题】

土方工程中不按规定的填土含水率和碾压遍数施工,造成的施工质量事故属于(  )

A.
指导责任事故
B.
操作责任事故
C.
管理责任事故
D.
行政责任事故
【A4型选择题】

患者,男。反复水肿5年,伴恶心、呕吐1周。查体:血红蛋白80g/L,血压155/110mmHg,尿蛋白(++),颗粒管型2~3个/HP,尿比重1.010~1.012。

该患者首先考虑的诊断是(     )。

A.

肝炎后肝硬化

B.

原发性高血压

C.

肾病综合征

D.

慢性肾小球肾炎

E.

慢性肾盂肾炎

【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.


One special factor of the success of video games is that_____.

A.
demography
B.
flexible pricing
C.
digital technology
D.
cinematic design