【单选题】

患者,女,80岁。上下颌牙列缺失8年,上、下全口义齿使用7.5年,近半年上颌义齿易脱落,希望再次修复。检查上颌剩余牙槽骨中度吸收,下颌剩余牙槽骨重度吸收。临床义齿修复确定面下1/3距离时,患者下颌所在的颌位应是(  )

A.

牙尖交错位

B.

下颌姿势位

C.

后退接触位

D.

肌位

E.

正中殆位

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【单选题】

小华报名了羽毛球课外活动班,她在课前阅读《羽毛球的技巧》这本书中的相关内容时,记住了一些羽毛球挥拍的动作要领。小华对羽毛球知识的记忆属于( )

A.

陈述性记忆

B.

短时记忆

C.

瞬时记忆

D.

程序性记忆

【单选题】

保护导体包括保护接地线、保护接零线和等电位连接线。下列对保护导体截面积的要求中,做法不正确的是(  )。

A.
没有机械防护的PE线截面积为10.0mm²
B.
有机械防护的PE线截面积为1.5mm²
C.
铜质PEN线截面积为16.0mm²
D.
铝质PEN线截面积为25.0mm²
【单选题】

结石阻滞胆管所引起上腹痛的疼痛性质属于

A.
刺痛
B.
胀痛
C.
绞痛
D.
掣痛
E.
灼痛
【单选题】

改革开放之后,我们党提出的“三步走”战略的第三步,即基本实现现代化,将提前(   )年完成。

A.

12年

B.

15年

C.

18年

D.

30年

【单选题】

某男,40岁。数月前因跌打损伤导致筋骨疼痛,伴肢体拘挛,腰背酸痛,宜选用的成药是

A.
舒筋活血片
B.
痛风定胶囊
C.
小活络丸
D.
活血止痛散
E.
木瓜丸
【单选题】

含有毒蛋白使肝脏坏死的药物是(  )

A.
菊三七
B.
商陆
C.
蓖麻子
D.
川楝子
E.
五倍子
【单选题】

胎儿娩出后,胎盘娩出前,阴道大出血,应选哪种处理方法

A.
以纱条填塞阴道
B.
牵引脐带,使胎盘剥离
C.
用胎盘钳夹取胎盘
D.
阴道检查有无软产道裂伤
E.
徒手剥离胎盘
【A1/A2型选择题】

属于甲类传染病的是(  )

A.

 疟疾

B.

 炭疽

C.

 艾滋病

D.

 黑热病

E.

 鼠疫

【单选题】

商业银行发行结构性存款应当具备相应的衍生产品交易业务资格。

A.
B.
【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