问题 单项选择题

系统误差是指由于测量系统或测量仪器的不完善、测量技术受限、实验方法不够完善或没有保证正确的实验条件等原因产生的测量值与真实值之间的差别。
根据上述定义,下列情况属于系统误差的是( )。

A.百米运动员两次参加比赛的成绩相差0.1秒
B.分别在松花江上游和下游采集的水样密度不同
C.伏安法测电阻时没有考虑电表内阻对实验结果的影响
D.晚餐饮酒过量对第二天体检血液相关指标检查结果的影响

答案

参考答案:C

解析: A中运动员是人,不是测量系统或仪器。B的结果差异是由于采样地点不同,测量对象发生变化,因而不属系统误差。C伏安法测电阻中电表对结果的影响属测量系统和仪器的不完善。D是人的具体行为影响了检测结果。故选C。

阅读理解

B

  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.

55.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.

56.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

57.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.

58.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 论述题