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【单选题】
患者,男,42岁,日间反复短暂睡眠发作。下列关于其治疗原则错误的是
A.
消除诱发因素
B.
适当给予中枢兴奋药
C.
对症治疗
D.
白天安排工间短时小睡
E.
给予镇静催眠类药物
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举一反三
【简答题】选择适当的句子补全对话(其中有一个多余选项)。 A: Hi, Jack. What do you like doing after school? B:1. _____ A: Do you like to play basketball with us? B: 2. _____ C: May I join your team too? A: 3. _____ B: Who else is good...
【多选题】第二次世界大战后,发达资本主义国家工人工作日有所缩短,这表明()
A.
对工人剥削程度有所减轻
B.
必要劳动时间大为缩短
C.
劳动生产率明显提高
D.
相对剩余价值成为主要剥削形式
【单选题】Marco:
A.
can use the sport as transportation.
B.
does not play on a team.
C.
has a favorite hometown team.
D.
earns skills for dangerous situations.
E.
describes a traditional national sport.
F.
practices the sport every day.
G.
recently joined a sports team.
H.
watches the sport, but may not play it.
【判断题】1201会计监督职能是会计的唯一职能。
A.
正确
B.
错误
【多选题】第二次世界大战后,发达资本主义国家工人工作日有所缩短。这表明( )
A.
劳动生产率明显提高
B.
相对剩余价值成为主要剥削形式
C.
必要劳动时间大为缩短
D.
对工人剥削程度有所减轻
【单选题】Alex:
A.
can use the sport as transportation.
B.
does not play on a team.
C.
has a favorite hometown team.
D.
learns skills for dangerous situations.
E.
describes a traditional national sport.
F.
practices the sport every day.
G.
recently joined a sports team.
H.
watches the sport, but may not play it .
【判断题】会计监督职能是会计的唯一职能。
A.
正确
B.
错误
【单选题】下面哪项描述是正确的 ()
A.
内在真实性是指研究结果避免随机误差的程度
B.
内在真实性是指研究本身是否真实或有效
C.
内在真实性是指研究结果的净效应
D.
内在真实性是指研究结果是否能够应用于同类人群
E.
内在真实性是指研究结果的临床适用价值
【单选题】Read the following selection from the section "Scholarship Dreams." Dreams of scholarships often drive kids to focus on one sport. They may play on expensive travel teams. They may even go to expensiv...
A.
costly
B.
exciting
C.
difficult
D.
interesting
【单选题】All of the followings are true except( )
A.
A sports game, military game, racing game, or even a game of chess all belong to competitive play.
B.
A game that players may work alone to accomplish some goals but cannot reach the finnal stage without working with others is cooperative play.
C.
The most important feature of the Spore game is the user-generated content.
D.
The blending of competition, cooperation, and self-expression is the type of play to use for the creation of gamified content.
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