【单选题】

卫生政策的功能不包括 (   )。

A.
执行功能
B.
分配功能
C.
控制功能
D.
协调功能
E.
导向功能
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【单选题】

关于现值P、终值F、年金A、利率i、计息期数n之间关系的说法,正确的是(   )。

A.
F一定、i相同时,n越长,p越大
B.
P一定、n相同时,i越高,F越小
C.
F一定、n相同时,i越高,P越小
D.
P一定、i相同时,n越长,F越小
【单选题】

“愿意在熟悉的人面前说话,能大方地与人打招呼。”是《3-6岁儿童学习与发展指南》语言领域对(  )幼儿发展水平提出的要求。

A.
2—3岁末期
B.
3—4岁末期
C.
4—5岁末期
D.
5—6岁末期
【单选题】

下列不属于游戏本质特征的是(  )。

A.
游戏是内在需要的自愿活动
B.
游戏是“日常生活”的表征
C.
游戏富有选设性的自足乐趣
D.
游戏有无规则并不重要
【单选题】

A县张某系霍乱患者,在B市传染病医院隔离治疗期间,擅自逃出医院回到A县,脱离隔离治疗。为防止霍乱传播,可以协助传染病医院追回张某采取强制隔离治疗措施的机构是

A.
卫生行政部门
B.
疾病控制中心
C.
民政部门
D.
司法机关
E.
公安机关
【单选题】

下述不是鼠疫耶尔森菌特点的是

A.
两端浓染革兰阴性短杆菌
B.
不能在人工培养基上生长
C.
致病物质主要是鼠疫毒素
D.
以鼠蚤为媒介由鼠传染给人
E.
临床类型分腺鼠疫,败血症鼠疫和肺鼠疫等
【单选题】

急性炎症时渗出最主要的细胞是

A.
淋巴细胞
B.
中性粒细胞
C.
红细胞
D.
浆细胞
E.
巨噬细胞
【单选题】

体育教学目标的功能有(  )。

A.
激励功能、定向功能、评价功能
B.
激励功能、基本功能、评定功能
C.
辅助功能、定向功能、评价功能
D.
辅助功能、基本功能、评定功能
【单选题】

治疗痰热壅滞,咳嗽喘促,水肿,应选用的药物是(   )

A.
桔梗
B.
半夏
C.
葶苈子
D.
紫苏
E.
旋覆花
【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 approach could provide awelcome shot in the arm for existing media groups.


The two examples in Paragraph l are used to illustrate that_____.

A.
video-game players tend to be older
B.
females in America tend to enjoy playing video games
C.
it is hard to change old stereotypes
D.
the video-game industry has grown rapidly
【单选题】

第十四届全国人民代表大会第4次会议批准通过了《中华人民共和国国民经济和社会发展第十四个五年规划和2035年远景目标纲要》。(    )

A.
B.