题目内容

某城市拟对市中心区域进行旧城改造,涉及A、B、C、D四宗地,土地总面积为20000m2。其中宗地A为一旧住宅区,土地总面积为8500m2;宗地B为企业甲所使用的国有划拨土地,土地面积为7000m2,土地现状用途为工业,由于规划限制,该企业计划搬迁到城市郊区;宗地C为公司乙所使用的国有出让土地,土地面积为1500m2,出让用途为商业,出让年期为40年,已使用5年;宗地D为公司丙所使用的国有出让土地,土地面积为3000m2,出让用途为商业性办公用地,出让年期为40年,由于缺乏建设资金,该宗地已闲置5年。 上述四宗地由当地市土地收购储备中心代表政府进行统一收购,经整理后按照规划拟建成一商业中心,规划建筑容积率为2.0~3.5。 根据上述情况,回答以下问题。 为保证企业甲的顺利搬迁,市土地收购储备中心需对其所使用的国有划拨土地进行补偿,对该国有划拨土地价格进行评估的方法包括( )。

A. 收益还原法
B. 路线价估价法
C. 市场比较法
D. 基准地价系数修正法

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One of the most famous tourist attractions in the State of California is the giant redwood. This redwood might be described as "the tree with the moving foot" because it is not even a native California, believe it or not!These trees, which are among the largest and oldest of all living things, moved to California from the Arctic. Long, long ago they grew in the Arctic, just as enormous and tall as they are today. But the warmer climate drew them southward and it took some seventy-five million years to complete the move.Carried by birds, winds, and some strong-teethed animals, the seeds of the redwood traveled thousands of miles from what is now the northern-most tip of Alaska to California, their last stand.Only the hardest seeds survived—a few that visited Eu- rope soon died out. But those that made it to California put down roots, grew into luxuriant ’forests, and became camera subjects for the hundreds of thousands of tourists who visit California’ s giant redwood each year. Whom were the seeds of the redwood carried by and traveled thousands of miles()

以下程序的输出结果是 【19】 。#include <stdio.h>#define M 5#define N M+Mmain(){ int k; k;N*N*5; printf("%d\n"k);}

以下程序的输出结果是 【11】 。main(){ int s,i; for(s=0,i=1;1<3;i++,s+=i); printf("%d\n",s);}

Remember Second Life, the virtual world that was supposed to become almost as important as the first one Now populated by no more than 84,000 avatars at a time, it has turned out to be a prime example of how short-lived Internet fads can be. Yet if many adults seem to have given up on virtual worlds, those that cater to children and teenagers are thriving. Several have even found a way to make money. In America, nearly 10 million children and teenagers visit virtual worlds regularly, estimates eMarketer, a market researcher-a number the firm expects to increase to 15 million by 2013.As in January, there were 112 virtual worlds designed for under-18s with another 81 in development, according to Engage Digital Media, a market research firm. All cater to different age groups and tastes. In Club Penguin, the market leader, which was bought by Disney in 2007 for a whopping $ 700 million, primary-school children can take on a penguin persona, fit out their own igloo and play games. Habbo Hotel, a service run from Finland, is a global hangout for teenagers who want to customise their own rooms and meet in public places to attend events. Gala Online, based in Silicon Valley, offers similar activities, but is visited mostly by older teens who are into Manga comics. Not a hit with advertisers, these online worlds earn most of their money from the sale of virtual goods, such as items to spruce up an avatar or a private room. They are paid for in a private currency, which members earn by participating in various activities, trading items or buying them with real dollars. This sort of stealth tax seems to work. At Gala Online, users spend more than $1 million per month on virtual items, says Craig Sherman, the firm’s chief executive. Running such a virtual economy is not easy, which is why Gaia has hired a full-time economist to grapple with problems that are well known in the real world, such as inflation and an unequal distribution of wealth. There are other barriers that could limit the growth of virtual worlds for the young, but the main one is parents. Many do not want their offspring roaming virtual worlds, either because they are too commercial or are thought to be too dangerous. Keeping them safe is one of the biggest running costs, because their sponsors have to employ real people to police their realms. Youngsters are also a fickle bunch, says Simon Levene of Accel Partners, a venture- capital firm. Just as children move from one toy to another, they readily switch worlds or social networks, often without saying goodbye. Even so, Debra Aho Williamson, an analyst at eMarketer, believes "these worlds are a training ground for the three-dimensional web". If virtual worlds for adults, which so far have been able to retain only hardcore users, manage to hang on for a few years, they may yet have a second life. What can we infer from Simon Levene’s comments

A. Young people will usually change games.
B. Young people are only attracted by the novelties in the games.
C. Game companies will have to use various measures to keep young people continuing playing their games.
D. Current prosperity of online games market may not last long due to the capriciousness of young people.

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