【单选题】

片剂的润滑剂有( )

A.

羧甲淀粉钠

B.

硬脂酸镁

C.

乳糖

D.

羊毛脂

E.

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参考解析
【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
【B型选择题】

使用地塞米松粘贴片治疗口腔溃疡(    )

A.

不宜超过1日

B.

不宜超过2日

C.

不宜超过13日

D.

不宜超过5日

E.

不宜超过7日

【单选题】

20×4年年初,甲公司向100名管理人员每人授予120份现金股票增值权,协议约定,这些职员必须从20×4年1月1日起在该公司连续服务3年,即可按照当时股价的增长幅度获得现金,该增值权应在20×8年年底之前行使。甲公司授予日股票市价为每股5元,截止20×6年末累计确认负债6万元,20×4年至20×6年共有10人离职,20×7年没有人离职但共有5人行权,并且预计未来不会有人离职,共支付现金1万元,20×7年末现金股票增值权公允价值为10元,预计20×8年没有人员离职。甲公司针对该项股份支付20×7年应确认的公允价值变动损益的金额为(   )。

A.
112000元
B.
52000元
C.
42000元
D.
102000元
【单选题】

具有定惊安神、活血散瘀、利尿通淋功效的药物是(     )

A.
朱砂
B.
磁石
C.
龙骨
D.
牡蛎
E.
琥珀
【单选题】

按标准要求,一般用途的砂轮卡盘直径不得小于被安装砂轮直径的(   )。

A.
1/2
B.
1/3
C.
1/4
D.
1/5
【单选题】

国家提倡

A.
有偿献血制度
B.
无偿义务献血制度
C.
18至55周岁健康公民自愿献血
D.
18至50周岁健康公民自愿献血
E.
国家工作人员、现役军人和高等学校在校学生率先献血
【单选题】

关于国际仲裁案件的受理,说法错误的是 (    )。

A.

 国内仲裁机构可以受理国际仲裁案件

B.

 只有法定的涉外仲裁机构才可以受理国际仲裁

C.

 中国海事仲裁委员会可以受理国际仲裁

D.

 中国国际商会仲裁院可以受理国际仲裁

【单选题】

某学校成立“气象观测小组”,让学生了解气候的变化规律。这属于课外活动中的()

A.
科技活动
B.
文学活动
C.
艺术活动
D.
体育活动
【单选题】

个人投资者从基金分配中获得的下列收入中,应由基金管理公司代扣代缴个人所得税的是( )。

A.
国债利息收入
B.
企业债券差价收入
C.
储蓄存款利息收入
D.
买卖股票价差收入
【单选题】

关于团体标准的说法,正确的是(   )。

A.
国家鼓励社会团体制定高于推荐性标准相关技术要求的团体标准
B.
在关键共性技术领域应当利用自主创新技术制定团体标准
C.
制定团体标准的一般程序包括准备、征求意见、送审和报批四个阶段
D.
团体标准对本团体成员强制适用