问题 判断题

分型剂使用时应注意避免眼睛接触。

答案

参考答案:

阅读理解与欣赏

阅读下面的文言文,完成题目。

  御史大夫韩安国者,梁成安人也。事梁孝王为中大夫。吴楚反时,孝王使安国为将,安国持重,以故吴不能过梁。吴楚已破,安国名由此显。安国坐法抵罪,蒙狱吏田甲辱安国。安国曰:“死灰独不复然乎?”田甲曰:“然即溺之。”居无何,梁内史缺,汉使使者拜安国为梁内史,起徒中为二千石。田甲亡走。安国曰:“甲不就官,我灭而宗。”甲因肉袒谢。安国笑曰:“可溺矣!公等足与治乎?”卒善遇之。

  建元六年,安国为御史大夫。匈奴来请和亲,天子下议。大行王恢议曰:“汉与匈奴和亲,率不过数岁即复倍约。”安国曰:“今匈奴负戎马之足,怀禽兽之心,迁徙鸟举,难得而制也。得其地不足以为广,有其众不足以为强,自上古不属为人。汉数千里争利,则人马罢,虏以全制其敝。且强弩之极,矢不能穿鲁缟,击之不便,不如和亲。”于是上许和亲。

  元光元年,雁门马邑豪聂翁壹因大行王恢言上曰:“匈奴初和亲,亲信边,可诱以利。”阴使聂翁壹为间,亡入匈奴,谓单于曰:“吾能斩马邑令丞吏,以城降,财物可尽得。”单于爱信之,以为然,许聂翁壹。聂翁壹乃还,诈斩死罪囚,县其头马邑城,示单于使者为信。曰:“马邑长吏已死,可急来。”于是单于穿塞将十余万骑,入武州塞。当是时,汉伏兵二十余万,匿马邑旁谷中。御史大夫韩安国为护军 * * ,诸将皆属护军。约单于入马邑而汉兵纵发。未至马邑百余里,行掠卤,徒见畜牧于野,不见一人。单于怪之,攻烽燧,得武州尉史,欲刺问尉史。尉史曰:“汉兵数十万伏马邑下。”单于顾谓左右曰:“几为汉所卖!”乃引兵还。

  安国为人多大略,智足以当世取合,而出于忠厚焉。所推举皆廉士,贤于己者也。于梁举壶遂、臧固、郅他,皆天下名士。士亦以此称慕之,唯天子以为国器。安国以元朔二年中卒。  (节选自《史记·韩长孺列传》)

(1)对下列句子中加粗词的解释,不正确的一项是

                                                                                                                                                        [ ]

A.甲因肉袒                                              谢:道歉

B.汉与匈奴和亲,率不过数岁即复约  倍 :违背

C.未至马邑百余里,掠卤                      行:将要

D.单于之,攻烽燧,得武州尉史          怪:责怪

(2)下列各组句子中,加粗词的意义和用法相同的一组是(    )

A.①甲肉袒谢                              ②左右或欲引相如去,秦王

B.①建元六年,安国御史大夫  ②数十年,竟秦所灭

C.①所推举皆廉士,贤己者也  ②兴甲兵,危士臣,构怨诸侯

D.①安国元朔二年中卒              ②若无罪而就死地,故羊易之也

(3)下列对原文的叙述和分析,不正确的一项是(    )

A.韩安国因犯法被判罪,在狱中遭到狱吏的侮辱,但他怀有宽容之心,在他东山再起后     并未对狱吏田甲施以报复。

B.在匈奴请求和亲的问题上,大行王恢和韩安国的意见是一致的。韩安国主张和亲的理     由比较充分,所以皇上便同意与匈奴和亲。

C.雁门郡马邑城的豪绅聂翁壹受派遣做间谍,逃到匈奴,后来为取得单于使者的信任,     斩杀死囚,悬头于马邑城上,向单于诈降,最终却功败垂成。

D.为突袭匈奴单于,汉军在马邑城旁边的山谷中伏兵二十余万,韩安国担任护军 * * ,     并统领各路兵马。

(4)把文言文阅读材料中画横线的句子翻译成现代汉语。

①安国曰:“死灰独不复然乎?”

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②得其地不足以为广,有其众不足以为强,自上古不属为人。

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③士亦以此称慕之,唯天子以为国器。

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单项选择题

Remember Second Life, the virtual world that was supposed to become almost as important as the first one Now populated by no more than 84,000 avatars at a time, it has turned out to be a prime example of how short-lived Internet fads can be. Yet if many adults seem to have given up on virtual worlds, those that cater to children and teenagers are thriving. Several have even found a way to make money.

In America, nearly 10 million children and teenagers visit virtual worlds regularly, estimates eMarketer, a market researcher-a number the firm expects to increase to 15 million by 2013.As in January, there were 112 virtual worlds designed for under-18s with another 81 in development, according to Engage Digital Media, a market research firm.

All cater to different age groups and tastes. In Club Penguin, the market leader, which was bought by Disney in 2007 for a whopping $ 700 million, primary-school children can take on a penguin persona, fit out their own igloo and play games. Habbo Hotel, a service run from Finland, is a global hangout for teenagers who want to customise their own rooms and meet in public places to attend events. Gala Online, based in Silicon Valley, offers similar activities, but is visited mostly by older teens who are into Manga comics.

Not a hit with advertisers, these online worlds earn most of their money from the sale of virtual goods, such as items to spruce up an avatar or a private room. They are paid for in a private currency, which members earn by participating in various activities, trading items or buying them with real dollars.

This sort of stealth tax seems to work. At Gala Online, users spend more than $1 million per month on virtual items, says Craig Sherman, the firm’s chief executive. Running such a virtual economy is not easy, which is why Gaia has hired a full-time economist to grapple with problems that are well known in the real world, such as inflation and an unequal distribution of wealth.

There are other barriers that could limit the growth of virtual worlds for the young, but the main one is parents. Many do not want their offspring roaming virtual worlds, either because they are too commercial or are thought to be too dangerous. Keeping them safe is one of the biggest running costs, because their sponsors have to employ real people to police their realms.

Youngsters are also a fickle bunch, says Simon Levene of Accel Partners, a venture- capital firm. Just as children move from one toy to another, they readily switch worlds or social networks, often without saying goodbye.

Even so, Debra Aho Williamson, an analyst at eMarketer, believes "these worlds are a training ground for the three-dimensional web". If virtual worlds for adults, which so far have been able to retain only hardcore users, manage to hang on for a few years, they may yet have a second life.

What can we infer from Simon Levene’s comments()

A. Young people will usually change games

B. Young people are only attracted by the novelties in the games

C. Game companies will have to use various measures to keep young people continuing playing their games

D. Current prosperity of online games market may not last long due to the capriciousness of young people