可经门脉系统转移到肝的肿瘤是 A.肺癌 B.乳腺癌 C.结肠癌 D.皮肤癌 E.四肢

题型:单项选择题

问题:

可经门脉系统转移到肝的肿瘤是

A.肺癌
B.乳腺癌
C.结肠癌
D.皮肤癌
E.四肢肉瘤

考点:临床执业医师临床执业医师
题型:单项选择题

下列哪项不属于高危儿

A.产时感染
B.出生体重<2700g
C.孕龄<37周或≥42周
D.手术产儿
E.大于孕龄儿

题型:单项选择题

病历摘要:王某,女性,36岁,因“月经周期紊乱,经期延长1月余”入院。患者平素月经欠规则,lmp:07年2月2日,至今未净。现 * * 流血量多,色深红,质稠,渴喜冷饮,伴少许头晕,无腹痛,舌红,苔黄,脉滑数。

本病属于妇科常见病之崩漏,其治疗原则为?()

A.塞流

B.急则治其标

C.缓则治其本

D.复旧

E.澄源

F.止血

题型:单项选择题

红斑狼疮阴亏虚证治宜首选()

A.还少丹

B.大补元煎

C.龟鹿二仙丹

D.补天大造丸

E.潜龙汤

题型:单项选择题

严格来讲,红颜色的滤光镜只允许通过的光是()

A.蓝光

B.绿光

C.青光

D.红光

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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