在面板堆石坝堆石体的填筑工艺中,进占法的主要优点是( )。
某农药动物实验的最大无作用剂量为10mg/(kg·bw),人和动物的种间差异为10,个体差异为10,该农药每日允许摄入量[ADI,mg/(kg·bw)]是
梓轩的画多次在市儿童画展上获奖,前段时间,某出版社因修订地方教材的需要,在未联系他的情况下,就用了他的一幅作品作为插图。该出版社的做法 ()。
合法,教材的编辑和出版属于社会公益事业
合法,出版社使用的是已公开发表的作品
不合法,出版社应该事先取得梓轩的授权
不合法,不应该选择未成年人的作品作为插图
下列关于动火作业安全防范要求的说法中,正确的是( )
某女,65岁,因“反复胸闷心悸2年余,再发1小时”来院急诊。患者近两年无明显诱因时有突发胸闷、心悸,头晕乏力,无明显胸痛,无恶心呕吐及咳嗽咯血等,每次发作持续约20分钟,卧床休息可自行缓解,间隙时如常,一直未多加重视。1小时前干活过程中突然出现胸闷、心悸,伴头晕、全身无力,休息后也未缓解,遂来院急诊。诊断为心律失常。
下列抗心律失常的药物与地高辛合用时,会增加地高辛的血清浓度的是
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.
All of the following methods are employed to attract new customers EXCEPT______.