经过抽样检验判为合格的批,则该批产品( )。A.全部是合格品 B.至少有90%的产

题型:单项选择题

问题:

经过抽样检验判为合格的批,则该批产品( )。

A.全部是合格品

B.至少有90%的产品是合格品

C.至少有60%的产品是合格品

D.可能有不合格品

考点:质量工程师初级质量专业基础理论与实务抽样检验的基本概念
题型:单项选择题

工程项目风险管理工作中,风险量是衡量()的一个变量。

A.风险大小

B.风险事件可能发生的频率

C.风险事件发生对项目目标的影响程度

D.风险发生的可能性

题型:单项选择题

在启动经费中通常需要考虑哪些固定资产的费用?

题型:单项选择题

某注册会计师因故意出具虚假审计报告,于2003年1月10 H被某省高级人民法院判处有期徒刑3年,并从判决之H起开始执行,该注册会计师从( )之日起有资格向所在省注册会计师协会申请注册。

A.2008年1月10 El

B.2008年1月9 H

C.2011年1月10 El

D.2011年1月9 H

题型:单项选择题

下列哪一项不是NetWare内核提供的服务

A.内核进程管理

B.网络监控

C.用户命令解释

D.服务器与工作站连接管理

题型: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.

In the first paragraph it says that "Several have even found a way to make money" Which of the following could possibly be the "way" ()

A. Sales of the copies of the game

B. Sales of virtual goods in the game

C. Sales of game peripheral goods, such as dolls and OST CDs

D. Development of different games towards gamers of different ages

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