Write an article based on this "Paint the reverse side of your door. Apply a second layer of paint. Allow the door to dry completely. Lift the door back into its original position."
article: Now that the topside of your door is painted and dry, you should flip the door and repeat the painting process on the other side. This time, you should be mindful of: Edges, where excess paint might drip from your roller and dribble onto the other side. Gaps in the wood. Some panels or wooden doors are constructed with some space or looseness where two pieces of wood form a seam. Paint these sections lightly with a paintbrush to prevent buildup on the opposite side. A second layer of paint can help bring out the luster in your paint, and can be especially useful at covering up any bleed through from your primer. Make sure that your paint is completely dry before applying the second coat. Now that both coats have been applied, you should inspect the door for any errant drips or thick spots. Use your paintbrush to smooth these out, and then consult your paint can to find the recommended wait time till dry. Set an alarm so that you can check your door to see if it's done drying. If the paint is wet, damn, or feels poorly bonded, reset your timer and wait another 30 minutes. Do this until the paint feels dry. Depending on the quality of your paint and door, you may want to sand very lightly with fine grit sandpaper between coats. You may need a helper to do this, especially if the door is heavy or cumbersome. But now that you're satisfied with the paint job and the paint has fully dried on both sides, you can reinstall your door. With your helper: Slide the door into place so that the door hinge slots into the wall hinge. Have your helper hold the door steady while you reinsert hinge pins. Use a hammer or the handle of your screwdriver to tap stubborn pins into place. Check the levelness of your door, if having difficulties. Holding the door at even a slight angle can make it impossible to reinsert hinge pins.

Write an article based on this "Memorize the point value of all the scoring cards in the game. Use red 3s as a bonus card to score additional points. Play black 3s to block the next player in turn from taking the discard pile. Use jokers and 2s as wildcards to score or freeze. Make different melds to score points during the game."
article: In order to understand the scoring system, you will need to know the value of the cards. The values don't change throughout the game. Playing the cards in a "meld" during your turn nets you points, but holding onto the cards at the end of the round costs you points. Jokers are worth 50 points. Aces and deuces are worth 20 points. Any card from an 8 to a King is worth 10 points. Cards ranked from 4 to 7 are worth only 5 points. Black 3s are also worth 5 points if you are able to use them. Red 3s are different from the other cards and are kept separate on the table. Each red 3 is worth 100 points. As soon as you get one, lay it face up in front of you. Collect as many of the red 3s as you can for bigger bonuses. If you get all of the red 3s during a round, they are worth 200 points each. There are 4 of them in total, adding up to 800 points. It is rare, but it will put you way ahead of the competition. Failing to play a red 3 by the end of a round nets you a 500 point penalty, so be careful! That gives your partner a chance to pick up the discard pile on his turn. Black 3s also have some additional scoring quirks for you to be aware of. Black 3s can only be melded for points when they are the last cards in your hand. For that reason, they tend to be more useful for throwing off your opponents than scoring points. Think of these cards as replacements for ones you're missing in your hand. When you score points by matching at least 3 cards of the same rank, use a wildcard to replace another missing card. These cards also allow you to freeze the discard pile to prevent your opponent from taking it. If you do this, turn the card sideways on the discard pile to indicate it is frozen. For example, if you have 2 jacks, you could complete a meld by playing a 2 with it. Place the set of cards face up in front of you. You need to have 2 natural, matching cards to begin a meld. You can't start a meld with 2 wildcards, but you can use up to 3 of them to finish a meld. Normally, you freeze the discard pile with a wildcard when you are desperate. When the pile is frozen this way, nobody can take the discard pile until someone uses the top card to make a natural meld. There are a few different types of melds to keep in mind as you play. Each meld must have at least 2 natural cards in order to be valid. You can add wildcards to the meld in order to score more points and make game-changing moves like completing a 7-card canasta. A meld of 7 cards is a canasta. A natural canasta, or one with no wildcards, is worth 500 bonus points. A dirty or mixed canasta, which has at least 1 wildcard, is worth 300 bonus points. The goal of the game is to make as many canastas as you can before the game ends. In fact, most rules force you to make at least 1 before you are able to stop playing a round.

Write an article based on this "Hover over the icon of the program you want to preview on the taskbar, which will expose a window showing thumbnails of all of the windows open in that program. Hover over the thumbnail of the window you want to preview. Return to the window you were working in before."
article:
The rest of your desktop will fade out, exposing the contents of the window. Move your mouse cursor away from the thumbnail window.