【单选题】

对氨基水杨酸钠转化为间氨基酚属于(   )

A.

异构化

B.

水解

C.

聚合

D.

脱羧

E.

氧化

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参考答案
参考解析
【单选题】

—旦有效期到达,即行报废销毁,体现了药品的()

A.
专属性
B.
两重性
C.
质量的重要性
D.
时限性
【A1/A2型选择题】

不符合特别护理内容的是(  )

A.

24小时专人护理

B.

严密观察病情及生命体征变化

C.

做好基础护理,严防并发症

D.

给予卫生保健指导

E.

填写危重患者护理记录单

【单选题】

当图非连通时,从图中某一顶点出发,采用深度优先搜索算法可以遍历图中的所有顶点。


A.
B.
【B1型选择题】

既是络穴,又是八脉交会穴的腧穴是(    )

A.

太渊

B.

合谷

C.

后溪

D.

内关

E.

阳池

【单选题】

清廉金融包含清廉从业理念、清廉从业制度、清廉从业行为、清廉金融产品。(    )

A.
正确
B.
错误
【单选题】

患儿,3岁2个月。高热4天,持续不退,口唇紫绀,气促,喉间痰鸣,烦躁不安,忽见神昏谵语,双目上视,四肢抽搐,舌红,苔黄,脉细数。其治法是

A.
清热解毒,泻肺开闭
B.
清热涤痰,开肺定喘
C.
辛温宣肺,化痰止咳
D.
清心开窍,平肝息风
E.
补肺益气,健脾化痰
【单选题】

不属于肾上腺素的临床应用是(     )

A.
甲状腺功能亢进
B.
心脏骤停
C.
与局麻药配伍及局部止血
D.
过敏性休克
E.
支气管哮喘
【单选题】

疠气与六淫邪气的主要区别是

A.
体外入侵
B.
具有强烈传染性
C.
多从皮毛口鼻而入
D.
多与季节气候有关
E.
多与地理环境有关
【单选题】

某委员会有成员465人,对2个提案进行表决,要求必须对2个提案分别提出赞成或反对意见。其中赞成第一个提案的有364人,赞成第二个提案的有392人,两个提案都反对的有17人。问赞成第一个提案且反对第二个提案的有几人?

A.
56人
B.
67人
C.
83人
D.
84人
【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.


All of the following methods are employed to attract new customers EXCEPT______.

A.
to expand business into other fields
B.
to embrace mobile devices
C.
to develop big-budget games
D.
to develop "casual" games