【单选题】

Hardly did he hear his mother's calling when he realized that it was already dark.

A.
did he hear
B.
calling
C.
when
D.
it was already dark
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【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.
【单选题】

关于法的本质与特征的表述中,正确的是(  )。

A.
法是各阶级综合意志的体现
B.
法体现的是统治阶级每个成员的个人意志
C.
法必须经过国家制定才得以形成规范,因此具有国家意志性
D.
法由国家强制力保障其实施
【单选题】

下列选项中,关于担保方式不正确的是()。

A.
保证
B.
抵押
C.
承诺
D.
留置
【单选题】

乳癖消胶囊的主治是()

A.
痰湿凝滞所致的瘰疬
B.
热毒蕴结肌肤所致的疮疡
C.
痰热互结所致的乳癖、乳痛
D.
脾肾阳虚、痰瘀互结所致的阴疽、瘰疬
E.
痰气凝滞所中的瘰疬、瘿瘤、乳岩、乳癖
【单选题】

下列公务员可以辞职的有(       )。

A.

曾经在涉及国家秘密职位任职但已经过了脱密期限的赵某

B.

国家规定最低服务年限是5年,入职满4年的钱某

C.

重要公务尚未处理完毕,且必须由本人继续处理的孙某

D.

被批准逮捕感到愧对国家的李某

【单选题】

某煤矿职工医院欲探讨二 、三期矽肺患者胸部平片阴影密度级别(+、++、+++、++++)间是否不同 ,可选择

A.
线性回归
B.
成组设计比较的秩和检验
C.
直线相关
D.
两样本t检验
E.
四格表,检验
【A1/A2型选择题】

患者,女,62岁。右季肋区疼痛2个月。CT检查:肝右叶11cm×7cm肿块,包绕、压迫下腔静脉,肝左叶内多个小的低密度结节。经检查确诊为原发性肝癌。肝癌伴癌综合征的表现不包括()

A.

红细胞增多

B.

类癌

C.

低血糖

D.

高胆固醇血症

E.

水肿

【单选题】

丙氨酸-葡萄糖循环的主要生理意义是()。

A.
氨基酸与糖代谢的枢纽
B.
非必需氨基酸的合成途径
C.
肌中的氨以无毒形式运输到肝的途径
D.
脑中的氨以无毒形式运输到肝的途径
【单选题】

四十岁,女性,参加婚宴后右上腹痛,呈剧烈绞痛,查体见表情痛苦不安。
对该患者在确诊前应禁忌的处置是

A.
镇痛药止痛
B.
抗生素消炎
C.
急查血常规
D.
行PTC检查
E.
紧急行腹部超声检查
【单选题】

以下哪一个属于程序性知识?(   )。

A.
关于袋鼠的定义
B.
某明星的个人档案
C.
名人的自传
D.
产品的使用说明书