【单选题】

患者男,38岁。肛周皮下有一深部脓肿,一端向体表穿破,另一端向直肠穿孔,不断有脓、粪液流出,此管道应称为

A.
蜂窝织炎
B.
溃疡
C.
空洞
D.
窦道
E.
瘘管
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参考答案
参考解析
【单选题】

西安市历史悠久,其建制在各朝代中曾有不同名称。下列选项中,不是其历史名称的是(    )。

A.
镐京
B.
西京
C.
临安
D.
长安
【单选题】

孕12周前分泌绒毛膜促性腺激素的细胞是

A.
黄体细胞
B.
卵泡膜细胞
C.
卵巢间质细胞
D.
细胞滋养细胞
E.
合体滋养细胞
【单选题】

丙磺舒可以使阿昔洛韦在体内蓄积,这是因为

A.
促进阿昔洛韦的吸收
B.
促进阿昔洛韦与脂肪组织的结合
C.
抑制阿昔洛韦的代谢
D.
促进阿昔洛韦的肝肠循环
E.
抑制阿昔洛韦的肾小管主动排泄
【A2型选择题】

患者,男,55岁。高血压病史20年,心电图RV₅=4.0mV,RV₅+SV₁=4.9mV,心电轴—45°,应诊断为(    )

A.

左心室肥大

B.

右心室肥大

C.

左心房及左心室肥大

D.

左心室高电压

E.

双侧心室肥大

【A4型选择题】

女,26岁。因左膝关节肿痛3周就诊,腰痛2年,查体,左膝关节肿胀,有压痛,浮髌实验阳性,右侧“4”字征阳性,右侧骶髂关节压痛阳性。最有意义的检查是(    )。

A.

骶髂关节X线片

B.

血沉

C.

类风湿因子

D.

抗“O”

E.

HLA-B27

【单选题】

同一批资料对回归系数β和相关系数r作假设检验,其结论是

A.
是相同的
B.
是不同的
C.
不一定相同
D.
肯定不同
E.
r为负β为正
【单选题】

治疗惊痫抽搐,热毒发斑,应选用的药物是(   )

A.
半夏
B.
天南星
C.
天麻
D.
羚羊角
E.
地龙
【单选题】

下述情况不宜使用胆碱酯酶抑制药的是

A.
阵发性室上性心动过速
B.
心动过缓
C.
重症肌无力
D.
肌松药过量解救
E.
手术后腹气胀和尿潴留
【单选题】

中国古代天文学将天上的星宿划分归纳为“二十八宿”。(首都师范大学)

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 approach could provide awelcome shot in the arm for existing media groups.


The two examples in Paragraph l are used to illustrate that_____.

A.
video-game players tend to be older
B.
females in America tend to enjoy playing video games
C.
it is hard to change old stereotypes
D.
the video-game industry has grown rapidly