单选题Passage2 Old stereotypes diehard. Picture a video-game player and you will likely imagine a teenage boy, byhimself, compulsively hammering away at a game involving rayguns and aliensthat splatter when blasted. Ten years ago that might have borne s

题目
单选题
Passage2      Old stereotypes diehard. Picture a video-game player and you will likely imagine a teenage boy, byhimself, compulsively hammering away at a game involving rayguns and aliensthat splatter when blasted. Ten years ago that might have borne some relationto reality. But today a gamer is as likely to be a middle-aged commuterplaying  Angry Birds on hersmartphone. In America, the biggest market, the average game-player is 37 yearsold. Two-fifths are female.      Over the past tenyears the video-game industry has grown from a small business to a huge, mainstreamone. With global sales of $56 billion in 2010, it is more than twice the sizeof the recorded-music industry. Despite the downturn, it is growing by almost9% a year.     Is this success dueto luck or skill? The answer matters, because the rest of the entertainmentindustry has tended to treat gaming as being a lucky beneficiary of broadertechnological changes. Video gaming, unlike music, film or television, had theluck to be born digital. In fact, there is plenty  for old media to learn.     Video games have certainly been swept along bytwo forces: demography and technology. The first gaming generation-the childrenof the 1970s and early 1980s-is now over 30. Many still love gaming, and canafford to spend far more on it now. Meanwhile rapid improvements in computingpower have allowed game designers to offer experiences that are now often morecinematic than the cinema.      But even grantedthis good fortune, the game-makers have been clever. They have reached out tonew customers with new methods. They have branched out into education,corporate training and even warfare, and have embraced digital downloads andmobile devices with enthusiasm. Though big-budget games are still popular, muchof the growth now comes from  casual games that are simple, cheap and playable in shortbursts on mobile phones or in web browsers.      The industry hasexcelled in a particular area-pricing. In an era when people are disinclined topay for content on the web, games publishers were quick to developfreemium models, where you rely on non-paying customers to build anaudience and then extract cash only from a fanatical few.Asgaming comes to be seen as just another medium, its tech-savvy approachcould provide awelcome shot in the arm for existing media groups.One special factor of the success of video games is that_____.
A

demography

B

flexible pricing

C

digital technology

D

cinematic design


相似考题
更多“Passage2      Old stereotypes diehard. Picture a video-game”相关问题
  • 第1题:

    下列可以把当前目录下的图形文件pic1.jpg装入图片框Picture1中的语句为( )A.Picture=&quo

    下列可以把当前目录下的图形文件pic1.jpg装入图片框Picture1中的语句为( )

    A.Picture="pic1.jpg"

    B.Picture1.Handle="pic1.jpg"

    C.Picture1.Picture=LoadPicture("pic1.jpg")

    D.Picture=LoadPicture("pic1.jpg")


    正确答案:C

  • 第2题:

    (18)窗体上有一个图片控件和一个按钮控件,下列程序执行的结果是。 Privte Sub Command1_Click() Picture1.Picture=LoadPicture("c:\picture.jpg") Picture1.Cls Picture1.Print"Picture" End SubA.窗体无显示,图片框显示图片和文字Picture B.窗体上出现Picture文本,图片框无显示C.窗体上出现Picture文本,图片框显示图片picture.jpg D.窗体无显示,图片框只显示Picture文字


    正确答案:A
    【解析】图片框的装载语句为:Picture1.Picture=LoadPicture(图片完整路径)。Print输出方法的功能是在指定的对象上输出文本信息,它的基本格式为:对象名.Print。

  • 第3题:

    下列关于图片框的语句中错误的是( )。

    A.Picture1.Picture=Picture2.Picture

    B.Picture1.Picture=LoadPicture("C:\vb60\Arw04Up.ico")

    C.Picture1.PrintTab(20);CurrentX,CurrentY

    D.Picture1.Stretch=True


    正确答案:D

  • 第4题:

    在程序代码中清除图片框Picture1 中的图形的正确语句是______ 。

    A.Picture1. picture=“”

    B.Picture1.picture=Loadpicture (“ ”)

    C.Picture1. image=“”

    D.Picture1. picture=Null


    正确答案:B

  • 第5题:

    要清除已经在图片框Picturel中打印的字符串而不清除图片框中的图像,应使用语句( )。

    A.Picture1.Cls

    B.Picture1.Picture=LoadPicture("")

    C.Picture1.Pint""

    D.Picture1.Picture""


    正确答案:A
    解析:Cls将清除打印语句在运行时所产生的文本,而清除图片应使用的语句为Picture1.Picture=LoadPicture()。

  • 第6题:

    Questions 41-43 refer to the following letter.
    Memory Map Game
    by Riven Learning Co.
    Description
    For 1-6 players, 5-11 years old Children can ______ their observation and memorization skills with this puzzle that features a colorful picture map of a city

    A. cause

    B. study

    C. practice

    D. manufacture

    答案:C
    解析:

  • 第7题:

    为了清除图片框Picture1中的图形,应采取的正确方法是()。

    • A、选择图片框,然后按Del键
    • B、执行语句Picture1.Picture = LoadPicture("")
    • C、执行语句Picture1.Picture = ""
    • D、选择图片框,在属性窗口中选择Picture属性条,然后按回车键

    正确答案:B

  • 第8题:

    单选题
    Passage2      Old stereotypes diehard. Picture a video-game player and you will likely imagine a teenage boy, byhimself, compulsively hammering away at a game involving rayguns and aliensthat splatter when blasted. Ten years ago that might have borne some relationto reality. But today a gamer is as likely to be a middle-aged commuterplaying  Angry Birds on hersmartphone. In America, the biggest market, the average game-player is 37 yearsold. Two-fifths are female.      Over the past tenyears the video-game industry has grown from a small business to a huge, mainstreamone. With global sales of $56 billion in 2010, it is more than twice the sizeof the recorded-music industry. Despite the downturn, it is growing by almost9% a year.     Is this success dueto luck or skill? The answer matters, because the rest of the entertainmentindustry has tended to treat gaming as being a lucky beneficiary of broadertechnological changes. Video gaming, unlike music, film or television, had theluck to be born digital. In fact, there is plenty  for old media to learn.     Video games have certainly been swept along bytwo forces: demography and technology. The first gaming generation-the childrenof the 1970s and early 1980s-is now over 30. Many still love gaming, and canafford to spend far more on it now. Meanwhile rapid improvements in computingpower have allowed game designers to offer experiences that are now often morecinematic than the cinema.      But even grantedthis good fortune, the game-makers have been clever. They have reached out tonew customers with new methods. They have branched out into education,corporate training and even warfare, and have embraced digital downloads andmobile devices with enthusiasm. Though big-budget games are still popular, muchof the growth now comes from  casual games that are simple, cheap and playable in shortbursts on mobile phones or in web browsers.      The industry hasexcelled in a particular area-pricing. In an era when people are disinclined topay for content on the web, games publishers were quick to developfreemium models, where you rely on non-paying customers to build anaudience and then extract cash only from a fanatical few.Asgaming comes to be seen as just another medium, its tech-savvy approach could provide awelcome shot in the arm for existing media groups.The two examples in Paragraph l are used to illustrate that_____.
    A

    video-game players tend to be older

    B

    females in America tend to enjoy playing video games

    C

    it is hard to change old stereotypes

    D

    the video-game industry has grown rapidly


    正确答案: C
    解析:

  • 第9题:

    单选题
    Passage 2Old stereotypes die hard.Picture a video-game player and you will likely imagine a teenage  boy, by himself, compulsively hammering away at a game involving rayguns and aliens that splatter when blasted. Ten years ago that might have borne some relation to reality. But today a gamer is as likely to be a middle-aged commuter playing Angry Birdson her smartphone. In America, the biggest market, the average game-player is 37 years old. Two-fifths are female Over the past ten years the video-game industry has grown from a small business to a huge, mainstream one. With global sales of S56 billon in 2010, it is more than twice the size of the recorded-music industry. Despite the downturn, it is growing by almost 9% a year.Is this success due to luck or skill? The answer maters, because the rest of the entertainment industry has tended to treat gaming as being a lucky beneficiary of broader technological changes. Video gaming, unlike music, film or television, had the luck to be born digital. In fact, there is plenty for old media to learn.Video games have certainly been swept along by two forces: demography and technology. The first gaming generation the children of the 1970s and early 1980s-is now over 30. Many sill love gaming, and can afford to spend far more on it now. Meanwhile rapid improvements in computing power have allowed game designers to offer experiences that are now often more cinematic than the cinema.But even granted this good fortune, the game-makers have been clever. They have reached out to new customers with new methods. They have branched out into education, corporate training and even warfare, and have embraced digital downloads and mobile devices with enthusiasm. Though big-budget games are still popular, much of the growth now comes from casualgames that are simple, cheap and playable in short bursts on mobile phones or in web browsers.The industry has excelled in a particular area-pricing. In an era when people are disinclined to pay for content on the web, games publishers were quick to develop freemium models, where you rely on non-paying customers to build an audience and then extract cash only from a fanatical few.As gaming comes to be seen as just another medium, its tech-savvy approach could provide a welcome shot in the arm for existing media groups.The two examples in Paragraph 1 are used to illustrate that________.
    A

    video-game players tend to be older

    B

    females in America tend to enjoy playing video games

    C

    it is hard to change old stereotypes

    D

    the video-game industry has grown rapidly


    正确答案: D
    解析:

  • 第10题:

    判断题
    为了在运行时把当前路径下的图形文件picture file.jpg装入图片框Picture1,所使用的语句为Picture1. Picture = LoadPrcture("picture file.jpg")。
    A

    B


    正确答案:
    解析: 暂无解析

  • 第11题:

    单选题
    Passage2      Old stereotypes diehard. Picture a video-game player and you will likely imagine a teenage boy, byhimself, compulsively hammering away at a game involving rayguns and aliensthat splatter when blasted. Ten years ago that might have borne some relationto reality. But today a gamer is as likely to be a middle-aged commuterplaying  Angry Birds on hersmartphone. In America, the biggest market, the average game-player is 37 yearsold. Two-fifths are female.      Over the past tenyears the video-game industry has grown from a small business to a huge, mainstreamone. With global sales of $56 billion in 2010, it is more than twice the sizeof the recorded-music industry. Despite the downturn, it is growing by almost9% a year.     Is this success dueto luck or skill? The answer matters, because the rest of the entertainmentindustry has tended to treat gaming as being a lucky beneficiary of broadertechnological changes. Video gaming, unlike music, film or television, had theluck to be born digital. In fact, there is plenty  for old media to learn.     Video games have certainly been swept along bytwo forces: demography and technology. The first gaming generation-the childrenof the 1970s and early 1980s-is now over 30. Many still love gaming, and canafford to spend far more on it now. Meanwhile rapid improvements in computingpower have allowed game designers to offer experiences that are now often morecinematic than the cinema.      But even grantedthis good fortune, the game-makers have been clever. They have reached out tonew customers with new methods. They have branched out into education,corporate training and even warfare, and have embraced digital downloads andmobile devices with enthusiasm. Though big-budget games are still popular, muchof the growth now comes from  casual games that are simple, cheap and playable in shortbursts on mobile phones or in web browsers.      The industry hasexcelled in a particular area-pricing. In an era when people are disinclined topay for content on the web, games publishers were quick to developfreemium models, where you rely on non-paying customers to build anaudience and then extract cash only from a fanatical few.Asgaming comes to be seen as just another medium, its tech-savvy approachcould provide awelcome shot in the arm for existing media groups.All of the following methods are employed to attract new customers EXCEPT______.
    A

    to expand business into other fields

    B

    to embrace mobile devices

    C

    to develop big-budget games

    D

    to develop "casual" games


    正确答案: C
    解析:

  • 第12题:

    单选题
    Passage 2Old stereotypes die hard.Picture a video-game player and you will likely imagine a teenage  boy, by himself, compulsively hammering away at a game involving rayguns and aliens that splatter when blasted. Ten years ago that might have borne some relation to reality. But today a gamer is as likely to be a middle-aged commuter playing Angry Birdson her smartphone. In America, the biggest market, the average game-player is 37 years old. Two-fifths are female Over the past ten years the video-game industry has grown from a small business to a huge, mainstream one. With global sales of S56 billon in 2010, it is more than twice the size of the recorded-music industry. Despite the downturn, it is growing by almost 9% a year.Is this success due to luck or skill? The answer maters, because the rest of the entertainment industry has tended to treat gaming as being a lucky beneficiary of broader technological changes. Video gaming, unlike music, film or television, had the luck to be born digital. In fact, there is plenty for old media to learn.Video games have certainly been swept along by two forces: demography and technology. The first gaming generation the children of the 1970s and early 1980s-is now over 30. Many sill love gaming, and can afford to spend far more on it now. Meanwhile rapid improvements in computing power have allowed game designers to offer experiences that are now often more cinematic than the cinema.But even granted this good fortune, the game-makers have been clever. They have reached out to new customers with new methods. They have branched out into education, corporate training and even warfare, and have embraced digital downloads and mobile devices with enthusiasm. Though big-budget games are still popular, much of the growth now comes from casualgames that are simple, cheap and playable in short bursts on mobile phones or in web browsers.The industry has excelled in a particular area-pricing. In an era when people are disinclined to pay for content on the web, games publishers were quick to develop freemium models, where you rely on non-paying customers to build an audience and then extract cash only from a fanatical few.As gaming comes to be seen as just another medium, its tech-savvy approach could provide a welcome shot in the arm for existing media groups.What can you learn from“freemium”model?
    A

    It makes people inclined to pay for content on the web.

    B

    It relies on non-paying customers to make a profit.

    C

    It makes money only from a few fanatical customers.

    D

    It earns little for the game-publishers.


    正确答案: A
    解析:

  • 第13题:

    (19)要清楚已经在图片框Picture1中打印的文字符串而不清除图片框中的图像,应使用语句 A.Picture1.C1s B.Picture1.Picture=LoadPicture("")C.Picture1.pint"" D.Picture1.Picture""


    正确答案:A
    【解析】Cls将清除打印语句在运行时所产生的文本,而清除图片应使用的语句为Picturel.Picture=LoadPicture()。

  • 第14题:

    窗体上有一个图片控件和一个按钮控件,下列程序执行的结果是( )。 Private Sub Command1_Click() Picture1.Picture=LoadPicture("C:\picture.jpg") Picture1.Cls Picture1.Print"picture" End Sub

    A.窗体无显示,图片框显示图片和文字picture

    B.窗体上出现picture文本,图片框无显示

    C.窗体上出现picture文本,图片框显示图片picture.jpg

    D.窗体无显示,图片框只显示picture文字


    正确答案:A
    解析:图片框的装载语句为:Picture1.Picture=LoadPicture(图片完整路进)。Print输出方法的功能是在指定的对象上输出文本信息,它的基本格式为:对象名.Print。

  • 第15题:

    下列关于图片框的语句中不正确的是( )。

    A.Picture1.Picture=Picture2.Picture

    B.Picture1.Picture=LoadPicture("C:\v60\Arw04Up.ico")

    C.Picture1.Print Tab(20); CurrentX, CurrentY

    D.Picture1.Stretch=True


    正确答案:D
    解析:A选项中的语句是将图片框2的图片显示在图片1中;B选项中的语句是在运行时载入图片;C项是使用图片框的Print方法在图片框中输出文本;图片框没有Stretch属性。

  • 第16题:

    在程序代码中将图片文件mypic.jpg装入图片框Pictruel的语句是( )。

    A.Picture1.Picture="mypic.jpg"

    B.Picture1.Image="mypic.jpg"

    C.Picture1.Picture=LoadPicture("mypic.jpg")

    D.LoadPicture("mypic.jpg")


    正确答案:C

  • 第17题:

    下列可以把当前目录下的图形文件"p1.jpg"装入图片框picture1中,正确的语句是:()

    A、Picture1="p1.jpg"

    B、Picture1.Picture="p1.jpg"

    C、Picture1.Picture=LoadPicture("p1.jpg")

    D、Picture=LoadPicture("p1.jpg")


    正确答案:C

  • 第18题:

    为了在运行时把当前路径下的图形文件picture file.jpg装入图片框Picture1,所使用的语句为Picture1. Picture = LoadPrcture("picture file.jpg")。

    A

    B



  • 第19题:

    为了在运行时把当前路径下的图形文件picture file.jpg装入图片框Picture1,所使用的语句为Picture1. Picture = LoadPrcture("picture file.jpg")。


    正确答案:正确

  • 第20题:

    单选题
    Passage2      Old stereotypes diehard. Picture a video-game player and you will likely imagine a teenage boy, byhimself, compulsively hammering away at a game involving rayguns and aliensthat splatter when blasted. Ten years ago that might have borne some relationto reality. But today a gamer is as likely to be a middle-aged commuterplaying  Angry Birds on hersmartphone. In America, the biggest market, the average game-player is 37 yearsold. Two-fifths are female.      Over the past tenyears the video-game industry has grown from a small business to a huge, mainstreamone. With global sales of $56 billion in 2010, it is more than twice the sizeof the recorded-music industry. Despite the downturn, it is growing by almost9% a year.     Is this success dueto luck or skill? The answer matters, because the rest of the entertainmentindustry has tended to treat gaming as being a lucky beneficiary of broadertechnological changes. Video gaming, unlike music, film or television, had theluck to be born digital. In fact, there is plenty  for old media to learn.     Video games have certainly been swept along bytwo forces: demography and technology. The first gaming generation-the childrenof the 1970s and early 1980s-is now over 30. Many still love gaming, and canafford to spend far more on it now. Meanwhile rapid improvements in computingpower have allowed game designers to offer experiences that are now often morecinematic than the cinema.      But even grantedthis good fortune, the game-makers have been clever. They have reached out tonew customers with new methods. They have branched out into education,corporate training and even warfare, and have embraced digital downloads andmobile devices with enthusiasm. Though big-budget games are still popular, muchof the growth now comes from  casual games that are simple, cheap and playable in shortbursts on mobile phones or in web browsers.      The industry hasexcelled in a particular area-pricing. In an era when people are disinclined topay for content on the web, games publishers were quick to developfreemium models, where you rely on non-paying customers to build anaudience and then extract cash only from a fanatical few.Asgaming comes to be seen as just another medium, its tech-savvy approachcould provide awelcome shot in the arm for existing media groups.What can you learn from freemium model?
    A

    It makes people inclined to pay for content on the web.

    B

    It relies on non paying customers to make a profit.

    C

    It makes money only from a few fanatical customers.

    D

    It earns little for the game-publishers.


    正确答案: A
    解析:

  • 第21题:

    问答题
    Stereotypes是UML中最重要的扩充机制,在定义Stereotypes时必须满足哪些规则?

    正确答案: (1)Stereotype名不能与其基类重名。
    (2)Stereotype名不能与它所继承的Stereotype名重名。
    (3)Stereotype名不能与雷渊命名空间冲突。
    (4)Stereotype所定义的Tag名不能语气基类元素的元属性命名空间冲突,也不能与它所继承的Stereotype的Tag名冲突。
    解析: 暂无解析

  • 第22题:

    单选题
    The common idea shared by Bob Kuperman and Roy Grace is that
    A

    creative ideas have been reduced to stereotypes.

    B

    creative ideas are out of date and old-fashioned.

    C

    creative ideas never only exist in the Madison Avenue.

    D

    creative ideas are developed better somewhere else.


    正确答案: B
    解析:
    从第二段可知两人共同的想法是“广告创意已经陷入固有的风格、概念等”,故选项A符合题意。

  • 第23题:

    单选题
    为了清除图片框Picture1中的图形,应采取的正确方法是()。
    A

    选择图片框,然后按Del键

    B

    执行语句Picture1.Picture = LoadPicture()

    C

    执行语句Picture1.Picture = 

    D

    选择图片框,在属性窗口中选择Picture属性条,然后按回车键


    正确答案: C
    解析: 暂无解析

  • 第24题:

    单选题
    Passage 2Old stereotypes die hard.Picture a video-game player and you will likely imagine a teenage  boy, by himself, compulsively hammering away at a game involving rayguns and aliens that splatter when blasted. Ten years ago that might have borne some relation to reality. But today a gamer is as likely to be a middle-aged commuter playing Angry Birdson her smartphone. In America, the biggest market, the average game-player is 37 years old. Two-fifths are female Over the past ten years the video-game industry has grown from a small business to a huge, mainstream one. With global sales of S56 billon in 2010, it is more than twice the size of the recorded-music industry. Despite the downturn, it is growing by almost 9% a year.Is this success due to luck or skill? The answer maters, because the rest of the entertainment industry has tended to treat gaming as being a lucky beneficiary of broader technological changes. Video gaming, unlike music, film or television, had the luck to be born digital. In fact, there is plenty for old media to learn.Video games have certainly been swept along by two forces: demography and technology. The first gaming generation the children of the 1970s and early 1980s-is now over 30. Many sill love gaming, and can afford to spend far more on it now. Meanwhile rapid improvements in computing power have allowed game designers to offer experiences that are now often more cinematic than the cinema.But even granted this good fortune, the game-makers have been clever. They have reached out to new customers with new methods. They have branched out into education, corporate training and even warfare, and have embraced digital downloads and mobile devices with enthusiasm. Though big-budget games are still popular, much of the growth now comes from casualgames that are simple, cheap and playable in short bursts on mobile phones or in web browsers.The industry has excelled in a particular area-pricing. In an era when people are disinclined to pay for content on the web, games publishers were quick to develop freemium models, where you rely on non-paying customers to build an audience and then extract cash only from a fanatical few.As gaming comes to be seen as just another medium, its tech-savvy approach could provide a welcome shot in the arm for existing media groups.The phrase “tech-savvy approach in the last paragraph probably means_______.
    A

    approach of understanding technology

    B

    approach of using technology

    C

    approach of developing technology

    D

    approach of relying on technology


    正确答案: A
    解析: