问题 填空题

(15分)[化学与技术]硫酸在日常生产生活中应用非常广泛。请回答硫酸工业中的如下问题:

(1)早期生产硫酸以黄铁矿为原料,目前很多国家都已经限制以黄铁矿为原料而以硫黄为原料,以硫黄为原料的优点是              

(2)工业上生产硫酸时,利用催化氧化反应将SO2转化为SO3,是一个关键步骤。压强及温度对SO2转化率的影响如下表(原料气各成分的体积分数为:SO27%;O211%;N2 82%);

压强/Mpa

转化率/%

温度/℃

0.10.5110
40099.299.699.799.9
50093.596.997.899.3
60073.785.889.596.4
利用表中数据分析。在实际生产中选择的适宜生产条件是:温度_______ ℃,压强 ___________MPa。

(3)选择适宜的催化剂,是否可以提高SO2的转化率? _______(填“是”或“否”),是否可以增大该反应所放出的热量?          (填“是” 或“否”)。

(4)为提高SO3吸收率,实际生产中用          吸收SO3

(5)在催化反应室中设有热交换装置,以下叙述与热交换装置的作用有关的是______(填写序号)。

A.保护环境。防止空气污染

B.充分利用热量,降低生产成本

C.升高温度,提高SO2的转化率

D.防止催化剂中毒(6)在硫酸工业尾气中,SO2是主要大气污染物,必须进行净化处理,处理方法可用        ________(填名称)吸收,然后再用硫酸处理,重新生成SO2和一种生产水泥的辅料,写出这两步反应的化学方程式_______________________________________。

答案

(1)生产流程短,设备简单,三废治理量小,劳动生产率高,易于设备大型化

(2)400~500,0.1

(3)否,否

(4)98%硫酸

(5)B

(6)石灰水 

阅读理解

阅读理解。

     China is likely to surpass the U.S. to become world's largest online game market this year, according to

a recent report by market research firm iResearch. China's online game market generated revenue (总收入)

of 20.8 billion yuan($3.04 billion) in 2008, up 52.2% over the previous year. Over 80% of the revenue came

from big, multiplayer online games, with the rest generated from Web games and mobile games.   

     The overall market is expected to keep growing at an average annual rate of 20% in the coming five years.

And iResearch forecasts that the Chinese online market will be worth more than 68 billion yuan by 2012,

which will account for almost half of the global market by then. At present, U.S., China and Korea are the

world's top three largest online game markets, making up about 29%, 27% and 21% respectively of the global

online game market, according to the report.   

     U.S. game companies derive a major part of their revenue from sales of games overseas. South Korea's

online game industry generates half of its revenue from games in its home market. In China, however, most

of the money comes directly from its own game players. Negatively influenced by the global economic

downturn, both the U.S. and Korea markets will see a drop in game exporting, iResearch estimates.   

     In China, the enormous base and fast growing of online gamers will further boost China's online game

industry, said the report. China is currently home to 55.5 million online game players, according to the latest

stats by the China Internet Network Information Center(CNNIC). In its report, iResearch found that figures

for gamers under 18 and above 40 grew at their fastest rate yet last year, though it didn't disclose specifics.

1. The second and third paragraphs show that _____.

A. The global online game market will be worth more than 136 billion yuan in 2012.

B. China's online game market increased by 20% in 2008.

C. China's online game market will become 60% less in 2009.

D. US, China and Korea together account for 90% of the global online game market.

2. China's online game industry is different from that of the US and Korea because it's _____.

A. made up of online, Web and mobile games

B. easily affected by the global economy

C. mainly based upon its home market

D. among the three largest online game markets

3. Which of the following things is mentioned as a factor in the rapid development of

    China's online game industry?

A. The rapid growth of online gamers in China.

B. A drop in game imports to China.

C. The global economic downturn.

D. The development of technology in China.

4. According to the last paragraph, which of the following is TRUE?

A. CNNC and iResearch worked together on the report.

B. Gamers under 18 were one of the age groups which grew the fastest last year.

C. At present there are 55.5 million online game providers in China.

D. The statements of CNNC and iResearch are contradictory.

问答题