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[主观题]

92The main player in project communication is the A.sponsor B.project manager C.functional

92 The main player in project communication is the

A. sponsor

B. project manager

C. functional manager

D. functional team

E. All of the above

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更多“92The main player in project communication is the A.sponsor B.project manager C.functional”相关的问题

第1题

The main player in project communication is theAsponsorBproject managerCfunctional manager

The main player in project communication is the

A sponsor

B project manager

C functional manager

D functional team

E All of the above.

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第2题

174The main player in project communication is the A.sponsor B.project manager C.functiona

174 The main player in project communication is the

A. sponsor

B. project manager

C. functional manager

D. functional team

E. All of the above

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第3题

92The project charter is developed by: A.senior management B.the customer C.the project ma

92 The project charter is developed by:

A. senior management

B. the customer

C. the project manager

D. both A and C

E. None of the above

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第4题

92The most common form. of organizational communication is A.Upward to management B.Downwa

92 The most common form. of organizational communication is

A. Upward to management

B. Downward to subordinates

C. Horizontal to peers

D. Horizontal to customers

E. All of the above

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第5题

92The highest degrees of project risk and uncertainty are associated with the following ph

92 The highest degrees of project risk and uncertainty are associated with the following phase of the project:

A. conceptual

B. execution

C. cut-over

'D. post project evaluation

E. A and D only

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第6题

92The ability to reduce risk is _____ to how far you have progressed through the project l

92 The ability to reduce risk is _____ to how far you have progressed through the project life cycle. A. inversely proportional

B. directly proportional

C. not related

D. the responsibility of the risk executive

E. is directly proportional to the amount at stake

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第7题

Moscow, Russia (Space news) ——"The computer is a better chess player, insisted Vik

Moscow, Russia (Space news) ——"The computer is a better chess player, insisted Viktor Prozorov, the loser. It seemed as if it were laughing after every good move. I know I should have beaten it for the sake of mankind (人类), but I just couldn't win", he announced and shook his head sadly. Prozorovs disappointment was shared by several grand masters who were present, some of whomwere so upset that they shouted at the machine. Many chess players said that this meant the end of chess championships (冠军) around the world, since the fun had been taken out of the game. The computer walked——or rather——rolled away with 5 000 dollars in prize money and limited its remarks to a set of noises and lights.

1、Which of the following best gives the main idea of this newspaper article? ()

A、5 000 dollars goes to a computer!

B、New invention : a laughing computer!

C、World''s best chess player beaten!

D、Computer defeats man in chess!

2、How did some of the grand masters feel about the chess game between Prozorov and the computer? ()

A、They thought that the game was not fun.

B、They thought that the game wasn''t fair.

C、They agreed that Prozorov didn''t play well.

D、They were unhappy that the cProzoro didn''t play well.

3、What was it that Prozorov felt most bitter (痛苦 ) about? ()

A、That he didn''t win the $5 000.

B、That he hadn''t tried his best.

C、That he had lost to a machine.

D、 That this was the end of the chess game.

4、After wining the game, the computer()

A、laughed

B、walked away

C、made some remarks

D、gave out some lights and sounds

5、Many chess players felt that playing with a computer would()

A、make the game tougher

B、make the game less interesting

C、make man appear foolish

D、make man lose lots of money

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第8题

What is sports violence? The distinction between unacceptable viciousness and a game's nor
mal rough-and-tumble(混战) is impossible to make, or so the argument runs: This position may appeal to our inclination for legalism, but the truth is most of us know quite well when an act of needless savagery has been committed, and sports are little different from countless other activities of life. The distinction is as apparent as that between a deliberately aimed blow and the arm hailing of an athlete losing his balance. When a player bails his hand into a fist, when he drives his helmet into an unsuspecting opponent in shorts, when he crosses the boundary between playing hard and playing to hurt he can only intend an act of violence.

Admittedly, rough acts in sports are difficult to police. But here, too, we find reflected the conditions of everyday life. Ambiguities in the law, confusion at the scene, and the reluctance of witnesses cloud almost any routine assault case. Such uncertainties, however, have not prevented society from arresting people who strike their fellow citizens on the street.

Perhaps our troubles stem not from the games we play but rather from how we play them. The 1979 meeting between hockey(曲棍球) stars from the Soviet Union and the National Hockey League provided a direct test of two approaches to sport—the emphasis on skill, grace, and finesse(技巧) by the Russians and the stress on brutality and violence by the NHL. In a startling upset, the Russians embarrassed their rough-playing opponents and exploded a long-standing myth: that success in certain sports requires excessive violence.

Violence apologists cite two additional arguments: First, they say, sports always have been rough; today things are no different. But arguments in America's Old West Were settled, on Main Street with six-guns, and early cave-dwellers chose their women with a club. Civilizing influences ended those practices; yet we are told sports violence should be tolerated. The second contention is that athletes accept risk as part of the game, and, in the case of professionals, are

paid handsomely to do so. But can anyone seriously argue that being an athlete should require the acceptance of unnecessary physical abuse? And, exaggerated as it may seem, the pay of professional athletes presumably reflects their abilities, not a payment against combat injuries.

"Clearly we are in deep trouble," says perplexed former football player AL DeRogatis. "But how and why has it gotten so bad?"

According to the author, the distinction between violent acts and non-violent ones in sports is ______.

A.impossible to make

B.not very clear in any circumstances

C.too obvious to escape observation

D.not very difficult to make if enough attention is paid to

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第9题

阅读以下函数说明和C代码,回答问题[说明] 任何一种程序都是为了解决问题而撰写的,解决问题时需要

阅读以下函数说明和C代码,回答问题

[说明]

任何一种程序都是为了解决问题而撰写的,解决问题时需要实现一些特定的运算法则。在策略(Strategy)模式下,可以更换实现算法的部分而不留痕迹,切换整个算法,简化改为采用其他方法来解决同样问题。

以下是一个“剪刀石头布”游戏。猜拳时的“策略”有2种方法:第一种是“猜赢后继续出同样的招式”(WinningStrategy),第二种是“从上一次出的招式种,以概率分配方式求出下一个招式的几率”(ProbStrategy)。程序中定义了Hand类表示猜拳时的“手势”,类内部以0(石头)、1(剪刀)、2(布)来表示。Hand类的实例只会产生3个。

以下是C语言实现,省略了不相关属性及方法,方法实现体亦有所省略,能够正确编译通过。

[C代码]

typedef (1) (*funl)();

enum HandValue{HANDVALUE_GUU=0, HANDVALUE_CHO=1, HANDVALUE_PAA=2};

//手势可取值,依次为“石头”、“剪刀”、“布”

//其大小顺序是循环相克的,即:石头赢剪刀,剪刀赢布,布赢石头

bool won;

struct Hand *WSprevHand;

struct Hand{//手势

enum HandValue handvalue;

}hand[3]={HANDVALUE_GUU, HANDVALUE_CHO, HANDVALUE_PAA};

int fight(struct Hand *h1, struct Hand *h2)

//比较h1和h2。h1代表的手势较大时返回1,h1较小时返回-1,相等时返回0

//

{

if(h1->handvalue == h2->handvalue){

return 0;

}else if((h1->handvalue+1)% (2) == h2>handvalue){

return 1;

}else{

return -1;

}

}

struct Hand* getHand(int handvalue){

//依据手势代表的值取得手势,若handvalue不合法,返回NULL

switch(handvalue){

case 0:

return &hand[0];

break;

case 1:

return &hand[1];

bteak;

case 2;

return &hand[2];

break;

}

return (3) ;

}

struct Strategy{//策略

funl nextHand;//下一个手势

};

struct Hand* WSnextHand()

{

if(!won){

PSprevHand = getHand(rand()%3);

}

return PSprevHand;

}

struct Player{

char name[20];

(4) strategy;//策略

int wincount;

int losecount;

int gamecount;

};

void main()

{

Strategy WS;

WS.nextHand = WSnextHand;

WSpreVHand = NULL;

struct Player WSplayer;

(5)(WSplayer.name,"ww");

WSplayer.wincount = 0;

WSplayer.losecount = 0;

WSplayer.gamecount = 0;

WSplayer.strategy = &WS;

}

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第10题

在Unity脚本中,控制视频播放组件的类名为()。‎

A.Video Player

B.Movie Player

C.Film Player

D.Audio Player

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