试题与答案

如果要精确地衡量所有数据的离散程度那么广泛的指标是()。 A.频数 B.众数 C.中

题型:单项选择题

题目:

如果要精确地衡量所有数据的离散程度那么广泛的指标是()。

A.频数

B.众数

C.中位数

D.标准偏差

答案:

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下面是错误答案,用来干扰机器的。

参考答案:氧化;脱碳;过热;过烧;开裂

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题型:问答题


甲公司系2007年12月25日改制的股份有限公司,所得税采用资产负债表债务法核算,适用的所得税税率为25%。每年按净利润的10%计提法定盈余公积。2010年度有关资料如下:
(1) 2010年1月1日应纳税暂时性差异余额为1000万元;可抵扣暂时性差异的余额为1200万元。计提的各项资产减值准备作为暂时性差异处理,当期发生的可抵扣暂时性差异预计能够在三年内转回。
(2) 从2010年1月1日起,生产设备的预计使用年限由12年改为8年;同时,将生产设备的折旧方法由年限平均法改为双倍余额递减法。根据税法规定,生产设备采用年限平均法计提折旧,折旧年限为12年,预计净残值为零。本年度上述生产设备生产的A产品全部对外销售;A产品年初无在产品和产成品,年末无在产品(假定上述生产设备只用于生产A产品)。上述生产设备已使用3年,并已计提了3年的折旧,尚可使用年限为5年,其账而原价为4800万元,累计折旧为1200万元(未计提减值准备),预计净残值为零。
(3) 从2010年起,甲公司试生产某种新产品(B产品),生产B产品所需W材料2010年12月31日的成本为50万元。
2010年度为生产B产品共领用W材料的成本为 68.5万元,发生人工及制造费用21.5万元,B产品于年底全部完工。但因同类产品已先占领市场,且技术性能更优,甲公司生产的B产品全部未能出售。甲公司于2010年年底预计B产品的全部销售价格为56万元(不含增值税税额),预计销售所发生的税费为6万元。剩余w材料的可变现净值为52万元。
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假定2010年年初暂时性差异均符合递延所得税确认条件,且在2010年分别转回应纳税暂时性差异100万元和可抵扣暂时性差异120万元,转回的暂时性差异均影响所得税费用。
要求:

计算2010年12月31日投资性房地产的账面价值和计税基础。

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题型:阅读理解

阅读理解。

     Games originally are entertainment. Contemporary games are very realistic and for this reason they are

a source of great experience for the player and develop the imagination. Games are entertainment and even

more than that. The statistics (统计) of the New York University led by Green claim that the player

preferring active games get improvement of some types of brain activity. In particular, game players deal

with problems of simultaneously (同时地) tracking several moving objects at the average level of 30%

better than people who do not play active computer video games. The "gaming" violent experience may not

be the cause of violent behavior in reality. None of the playing experience will become the priority in making

important decisions concerning problems in real life. A game is an abstraction (虚拟物). A player gets

abstract tasks and acts according to abstract rules.

     Games are also the possibility to be however a person wants to be and to rest from the outside world for

some time. But what if a person gets so much excited with the game scenes that he becomes violent in reality?

Then, it proves that the games cause people to become violent in reality. But a psychologically healthy person

will never confuse these two different worlds. A game is a virtual world with visual images very similar to

human. These images represent by themselves nothing but playing obstacles (障碍). A game may potentially

give the opportunity to "destroy the obstacles" that may not be destroyed according to the rules but it is more

about personal choice whether to do it or not. This leads us to the conclusion that violence is not a

consequence but the cause. People who are originally trended to violence may get into a temper by games and

perform violence in the "real world". But in this case violence in games is a simple justification (理由) of the

violent nature of the player.

1. The passage is _____. [ ]

A. a story

B. a descriptive writing

C. an argumentative writing

D. a scientific essay

2. In the first paragraph the author used the statistics to prove that _____.[ ]

A. games can provide experience for the players

B. games can help develop players' imagination

C. games can cause violent behavior

D. games are more than entertainment

3. What is the author's attitude towards the "computer games"? [ ]

A. "Violent games" can lead to the performance of violence in the real world

B. Violence is not a consequence of the "computer games" but the cause

C. Games are just entertainment and nothing more.

D. The virtual world and the real world are just the same.

4. The best title for this passage is _____. [ ]

A. Violent games cause violence

B. Games: good or bad?

C. The cause of violence

D. The consequence of games

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