下列事件过程的功能是:建立一个名为Datal的随机文件,存放角度值及这些角度的正弦函

题型:填空题

问题:

下列事件过程的功能是:建立一个名为Datal的随机文件,存放角度值及这些角度的正弦函数值和余弦函数值,角度为1,2,3,…,90。请在空白处填入适当的内容,将程序补充完整。
Private Type Ang
 K As Integer
 Sinx As Single
 Cosx As Single
End Type
Dim Ksc As Ang
Private Sub Form Click()
Dim Y As Single
 Open ______
 Y=3.14159/180
 For i=1 To 90
  Ksc.K=i
  Ksc.Sinx=Sin(i*Y)
  Ksc.Cosx:Cos(i*Y)
  ______
 Next i
 Close #2
End Sub

考点:计算机等级考试VISUALBASIC二级VISUALBASIC笔试
题型:填空题

执业兽医职业道德的最高境界是()

A.爱岗敬业

B.诚实守信

C.服务群众

D.爱护动物

E.奉献社会

题型:填空题
—I wonder if you will go to the party?
—If Tom goes, ______.    

A. so does I    
B. so am I      
C. so will I    
D. so did I
题型:填空题

摄影用光能起到很多功能下列哪项不是()

A、营造气氛

B、表现立体感、空间感

C、特殊光影效果

D、照明

题型:填空题

诉讼代表人

题型:填空题

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.

Which of the following may NOT be the barriers to limit the growth of virtual worlds()

A.Inflation and unequal distributions of wealth can also happen in the virtual world

B. The virtual world could grow complicated enough to force employment of special staff to manage it

C. Parents would keep their children from the online games in order to keep them safe

D. The online game companies will have to keep the virtual world safe, at some rather high cost

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