腹痛之湿热壅滞证治疗首选方剂是( )
计算机安全的属性不包括( )。
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.
The phrase "tech-savvy approach" in the last paragraph probably means______.
新生儿寒冷综合征,硬肿发生的顺序为( )
大腿→小腿外侧→整个下肢→臀部→面颊→上肢→全身
小腿→大腿外侧→整个下肢→臀部→面颊→上肢→全身
大腿→小腿外侧→整个下肢→臀部→上肢→面颊→全身
小腿→大腿外侧→整个下肢→臀部→上肢→面颊→全身
小腿→大腿外侧→整个下肢→臀部→上肢→全身→面颊
室内厨房使用天然气进行烹饪,天然气管道与软管的连接处最易泄露。为防止天然气泄露发生火灾事故,在厨房内安装了可燃气体火灾探测器,则下列安装地点正确的是( )。
在正常使用条件下,工程的地基基础、主体结构的最低保修期限为( )。
喹诺酮类药物司帕沙星对金黄色葡萄球菌的抑制活性比环丙沙星强16倍,产生这种差异的原因是( )

司帕沙星5位的氨基通过共轭效应增加4位羰基氧原子的电荷密度产生的影响
司帕沙星3位的羧基易脱羧增强药物抗菌作用
司帕沙星1位的环丙烷在体内易通过代谢开环增强药物抗菌作用
司帕沙星8位的氟原子通过诱导效应降低电荷密度产生的影响
司帕沙星7位的二甲基哌嗪通过空间位阻增强药物抗菌作用