In china .a bottle of alcohol would make a pleasant addition the meal with the friends.[天津市南大附中2010届第一次模拟试题][介词] A. on B. of C. during D. to [解析]主要测试介词.句子译文:在中国.和朋友进餐来瓶白酒能增加氛围.结合题干和所给答案.以及所学知识可知名词addition作为“增加的人或东西 时.常接介词to.例如:the new members will be a welcome addition to the club.新成员受俱乐部的欢迎. 查看更多

 

题目列表(包括答案和解析)

完形填空

  At dusk, when walking across the Central Street in Harbin and stepping into Pisa Restaurant, we watched a   1   lady coming towards us.She greeted us in   2   with a bit foreign accent.“Hello!  3   to Pisa Restaurant.”That is Rena, a Russian, and   4   works as a waitress in Harbin.

  Since China   5   the opendoor policy years ago there has been more and more frontier(边界)  6   between China and Russia along the area.Once when Rena and her fellow townsman were traveling in Harbin, she   7   that Pisa Restaurant intended to hire a Russian girl as a   8  .Rena immediately applied for the job.On   9   of the fact that she not only could speak English but was   10   with restaurant service as well, Rena was hired, with a   11   of 350 yuan per month.

  Rena is very hard working and all the customers prefer to be   12   by her due to her cordial smile as   13   as her nice voice with Russian flavour.Many people have been   14   to Pisa Restaurant by Rena and wanted to   15   photos with her.Rena always tries her best to   16   them.Therefore business is really brisk(兴隆的)in Pisa Restaurant.

  When we   17   Rena how she arranged her free time.She told us that on her day   18   she usually went shopping or went to parks with her Russian friends who were also   19   in China.Taking photos and shopping are their   20   hobbies.

(1)

[  ]

A.

Chinese

B.

Russian

C.

Japanese

D.

German

(2)

[  ]

A.

Russian

B.

English

C.

Chinese

D.

Japanese

(3)

[  ]

A.

Go

B.

Get

C.

Play

D.

Welcome

(4)

[  ]

A.

now

B.

before

C.

ever since

D.

turn

(5)

[  ]

A.

carried on

B.

admitted

C.

adopted

D.

received

(6)

[  ]

A.

information

B.

communication

C.

connection

D.

friendship

(7)

[  ]

A.

guessed

B.

supposed

C.

learnt

D.

thought

(8)

[  ]

A.

waitress

B.

waiter

C.

cook

D.

servant

(9)

[  ]

A.

results

B.

amount

C.

reasons

D.

account

(10)

[  ]

A.

familiar

B.

strange

C.

similar

D.

satisfied

(11)

[  ]

A.

money

B.

wage

C.

outcome

D.

salary

(12)

[  ]

A.

treated

B.

waited

C.

served

D.

accepted

(13)

[  ]

A.

good

B.

well

C.

nice

D.

sweet

(14)

[  ]

A.

attracted

B.

invited

C.

taken

D.

brought

(15)

[  ]

A.

make

B.

get

C.

take

D.

have

(16)

[  ]

A.

amuse

B.

satisfy

C.

joke

D.

cheat

(17)

[  ]

A.

told

B.

knew

C.

wondered

D.

asked

(18)

[  ]

A.

out

B.

off

C.

away

D.

free

(19)

[  ]

A.

employed

B.

invented

C.

asked

D.

attracted

(20)

[  ]

A.

worse

B.

good

C.

bad

D.

favourite

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B
  China is likely to surpass the U.S. to become world’s largest online game market this year, according to a recent report by market research firm iResearch. China’s online game market generated revenue(总收入) of 20.8 billion yuan($3.04 billion) in 2008, up 52.2% over the previous year. Over 80% of the revenue came from big, multiplayer online games, with the rest generated from Web games and mobile games.
  The overall market is expected to keep growing at an average annual rate of 20% in the coming five years. And iResearch forecasts that the Chinese online market will be worth more than 68 billion yuan by 2012, which will account for almost half of the global market by then. At present, U.S., China and Korea are the world’s top three largest online game markets, making up about 29%, 27% and 21% respectively of the global online game market, according to the report.
  U.S. game companies derive a major part of their revenue from sales of games overseas. South Korea’s online game industry generates half of its revenue from games in its home market. In China, however, most of the money comes directly from its own game players. Negatively influenced by the global economic downturn, both the U.S. and Korea markets will see a drop in game exporting, iResearch estimates.
  In China, the enormous base and fast growing of online gamers will further boost China’s online game industry, said the report. China is currently home to 55.5 million online game players, according to the latest stats by the China Internet Network Information Center(CNNIC). In its report, iResearch found that figures for gamers under 18 and above 40 grew at their fastest rate yet last year, though it didn’t disclose specifics.
55.The second and third paragraphs show that ________.
A.The global online game market will be worth more than 136 billion yuan in 2012.
B.China’s online game market increased by 20% in 2008.
C.China’s online game market will become 60% less in 2009.
D.US, China and Korea together account for 90% of the global online game market.
56.China’s online game industry is different from that of the US and Korea because it’s ________.
A.made up of online, Web and mobile games
B.easily affected by the global economy
C.mainly based upon its home market
D.among the three largest online game markets
57.Which of the following things is mentioned as a factor in the rapid development of China’s online game industry?
A.The rapid growth of online gamers in China.
B.A drop in game imports to China.
C.The global economic downturn.
D.The development of technology in China.
58.According to the last paragraph, which of the following is TRUE?
A.CNNC and iResearch worked together on the report.
B.Gamers under 18 were one of the age groups which grew the fastest last year.
C.At present there are 55.5 million online game providers in China.
D.The statements of CNNC and iResearch are contradictory.

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B

  China is likely to surpass the U.S. to become world’s largest online game market this year, according to a recent report by market research firm iResearch. China’s online game market generated revenue(总收入) of 20.8 billion yuan($3.04 billion) in 2008, up 52.2% over the previous year. Over 80% of the revenue came from big, multiplayer online games, with the rest generated from Web games and mobile games.

  The overall market is expected to keep growing at an average annual rate of 20% in the coming five years. And iResearch forecasts that the Chinese online market will be worth more than 68 billion yuan by 2012, which will account for almost half of the global market by then. At present, U.S., China and Korea are the world’s top three largest online game markets, making up about 29%, 27% and 21% respectively of the global online game market, according to the report.

  U.S. game companies derive a major part of their revenue from sales of games overseas. South Korea’s online game industry generates half of its revenue from games in its home market. In China, however, most of the money comes directly from its own game players. Negatively influenced by the global economic downturn, both the U.S. and Korea markets will see a drop in game exporting, iResearch estimates.

  In China, the enormous base and fast growing of online gamers will further boost China’s online game industry, said the report. China is currently home to 55.5 million online game players, according to the latest stats by the China Internet Network Information Center(CNNIC). In its report, iResearch found that figures for gamers under 18 and above 40 grew at their fastest rate yet last year, though it didn’t disclose specifics.

55.The second and third paragraphs show that ________.

A.The global online game market will be worth more than 136 billion yuan in 2012.

B.China’s online game market increased by 20% in 2008.

C.China’s online game market will become 60% less in 2009.

D.US, China and Korea together account for 90% of the global online game market.

56.China’s online game industry is different from that of the US and Korea because it’s ________.

A.made up of online, Web and mobile games

B.easily affected by the global economy

C.mainly based upon its home market

D.among the three largest online game markets

57.Which of the following things is mentioned as a factor in the rapid development of China’s online game industry?

A.The rapid growth of online gamers in China.

B.A drop in game imports to China.

C.The global economic downturn.

D.The development of technology in China.

58.According to the last paragraph, which of the following is TRUE?

A.CNNC and iResearch worked together on the report.

B.Gamers under 18 were one of the age groups which grew the fastest last year.

C.At present there are 55.5 million online game providers in China.

D.The statements of CNNC and iResearch are contradictory.

 

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短文改错

                                                           

 If you take care notice in some places, you will

  

(1) ______

  

see the fact most smokers are young people and even 

  

(2) ______

  

some are middle school studentsIt is said that 

  

(3) ______

  

in China the number of the people smoked is about 

  

(4) ______

  

45%Why is so many people smoke? Some 

  

(5) ______

  

think that smoking is pleasure, some believe that 

  

(6) ______

  

they can refresh themselves by smokingIn a fact, 

  

(7) ______

  

smoking is a bad habit, that does great harm to 

  

(8) ______

  

people' s healthyThe study of smoking shows that 

  

(9) ______

  

many kinds of disease have nothing to do with smoking

(10)______

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________ seems to be a strong competition in China for senior high students to enter college or university.

A. It          B. This                 C. That                     D. There

 

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