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单选题He plays tennis to the ______ of all other sports. A. eradication B. exclusion C. extension D. inclusion
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单选题The director often says it is difficult to design a program that will meet the ______ needs of all our users. A. diverse B. distinctive C. distinct D. distinguished
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单选题The first balls were probably made of ______.
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单选题It was sunrise on an August morning when the captain and his crew cast their nets some 50 miles south of Louisiana in the Gulf of Mexico. As the net was pulled over, the contents were poured out follo
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单选题Bob: Why didn't you come to my party last night?Bill: I'm sorry, ______ I had to visit my grandmother at the hospital.
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单选题Professor Taylor's talk has indicated that science has a very strong ______ on the everyday life of non-scientists as well as scientists.
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单选题The team should play very hard because the championship of the state was______.
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单选题Which of the information is true according to the passage?
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单选题Like other religious groups, the Christian church's strong emphasis on holiness is essential to salvation. A. deemed B. doomed C. destined D. depicted
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单选题He had tried everything but it made little ______.
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单选题 Old 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. Today a gamer is as likely to be a middle-aged commuter playing 'Angry Birds' on her smartphone. In America, the biggest market, the average game-player is 37 years old. Two-fifths are female. Even teenagers with imaginary rayguns are more likely to be playing 'Halo' with their friends than playing alone Over the past ten years the video-game industry has grown from a small niche business to a huge, mainstream one. With global sales of $56 billion 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 matters, 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: it never faced the struggle to convert from analogue. 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 still love gaming, and can afford to spend far more on it now. As gaming establishes itself as a pastime for adults, the social stigma and the worries about moral corruption that have historically greeted all new media, from novels to pop music, have dissipated. Meanwhile rapid improvements in computing power have allowed game designers to offer experiences that are now often more cinematic than the cinema. The industry has excelled in two particular areas: pricing and piracy. 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. In China, where piracy is rampant, many games can be played online for nothing. Finns instead make money by selling in-game perks and 'virtual goods' to dedicated players. China is now the second-biggest gaming market, but does not even rank in the top 20 markets for the music business. 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. Time Warner and Disney have bought games firms; big-budget games, meanwhile, now have Hollywood-style launches.
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单选题It happened in a flash, although ______ everything seemed to occur in slow motion, as though I were watching from another planet.
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单选题--What do you think of the ______ car?--I think it much better than his ______ one.
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单选题I ______ come yesterday, but I could not.
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单选题Ever since the early days of modem computing in the 1940s, the biological metaphor has been irresistible. The first computers—room-size behemoths—were referred to as "giant brains" or "electronic brains," in headlines and everyday speech. As computers improved and became capable of some tasks familiar to humans, like playing chess, the term used was "artificial intelligence". DNA, it is said, is the original software. For the most part, the biological metaphor has long been just that—a simplifying analogy rather than a blueprint for how to do computing. Engineering, not biology, guided the pursuit of artificial intelligence. As Frederick Jelinek, a pioneer in speech recognition, put it, "airplanes don"t flap their wings." Yet the principles of biology are gaining ground as a tool in computing. The shift in thinking results from advances in neuroscience and computer science, and from the push of necessity. The physical limits of conventional computer designs are within sight—not today or tomorrow, but soon enough. Nanoscale circuits cannot shrink much further. Today"s chips are power hogs, running hot, which curbs how much of a chip"s circuitry can be used. These limits loom as demand is accelerating for computing capacity to make sense of a surge of new digital data from sensors, online commerce, social networks, video streams and corporate and government databases. To meet the challenge, without gobbling the world"s energy supply, a different approach will be needed. And biology, scientists say, promises to contribute more than metaphors. "Every time we look at this, biology provides a clue as to how we should pursue the frontiers of computing," said John E. Kelly, the director of research at I. B. M. Dr. Kelly points to Watson, the question—answering computer that can play "Jeopardy!" and beat two human champions earlier this year. The I. B. M. "s clever machine consumes 85,000 watts of electricity, while the human brain runs on just 20 watts. "Evolution figured this out," Dr. Kelly said. Several biologically inspired paths are being explored by computer scientists in universities and corporate laboratories worldwide. One project, a collaboration of computer scientists and neuroscientists begun three years ago, has been encouraging enough that in August it won a $21 million round of government financing. In recent months, the team has developed prototype "neurosynaptic" microprocessors, or chips that operate more like neurons and synapses than like conventional semiconductors.
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