【单选题】

贝塔值为零的股票其期望收益率也为零。(   )[对外经贸大学]

A.
B.
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参考答案
参考解析
【单选题】

O'Neal works hard. He is often seen _____ heavily before his teammates start.

A.
sweated.
B.
to be sweated
C.
sweating
D.
being sweated
【单选题】

附子理中丸具有的功能是(   )。

A.
舒肝清热
B.
活血调经
C.
健脾益气
D.
温中健脾
E.
补肾益气
【单选题】
下列除哪味药之外,都是妊娠绝对禁用的药物
A.
麝香
B.
巴豆
C.
大戟
D.
半夏
E.
斑蝥
【单选题】

诊断性腹穿阳性提示腹腔积液量至少()。

A.
100ml
B.
120ml
C.
1000ml
D.
3000ml
【单选题】

商业银行在预测项目产品的市场需求时,估计产品潜在的市场需求总量的影响因素不包括()。

A.
项目产品的合格率
B.
给定条件下特定产品或市场中的购买者的数量
C.
购买者的平均购买量
D.
单位产品的价格
【单选题】

下列不属于硬膜外麻醉禁忌证的是(     )

A.
糖尿病
B.
严重休克
C.
血液凝固障碍性疾病
D.
低血压或严重高血压
E.
脊柱畸形或脊柱类风湿性关节炎
【A1/A2型选择题】

某医院在为患者体检时发现其感染艾滋病病毒,不能采取的措施是(   )

A.

 严格消毒管理制度,防止医源性感染

B.

 应立即向当地卫生防疫机构报告

C.

 不歧视艾滋病病毒感染者

D.

 身体约束

E.

 对艾滋病病毒感染者进行医学随访

【A1/A2型选择题】

颅前窝骨折皮下瘀斑的典型体征是(   )

A.

三主征

B.

“熊猫眼”征

C.

三凹征

D.

Murphy征

E.

五联征

【单选题】

下列关于攀登作业防坠落措施的说法,错误的是(  )。

A.
当采用梯子攀爬作用时,踏面荷载不应大于1.1kN
B.
同一梯子上不得两人同时作业
C.
当梯面上有特殊作业时,应按实际情况进行专项设计
D.
脚手架操作层上也可架设梯子作业
【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.


The phrase "tech-savvy approach" in the last paragraph probably means______.

A.
approach of understanding technology
B.
approach of using technology
C.
approach of developing technology
D.
approach of relying on technology