Summarize the following:
You should never claim a serious or debilitating illness you do not actually have, as these claims are easily debunked. This is especially true if the function in question is a work function, as your supervisor could request that a doctor's note be delivered. Real but safe illnesses include the flu, a cold, bronchitis, or (for women) even a case of severe menstrual cramps. On the date of the event you're hoping to avoid, do not--under any circumstances--leave the house. Sick people do not go out shopping, run errands, or drive around, unless a visit to the pharmacy is in order. Stay home to avoid suspicion. If you cannot stay home, prepare yourself for the possibility of running into someone. Have an excuse for being out and about at the ready. During the time of the event, give yourself some at-home pampering. This way, if someone asks how your evening went, you can honestly say something such as, "I took it easy, took a bath, and stayed in bed for most of the night," or something similar. If you claimed to have a cold or the flu, you can give yourself a facial to reveal fresh, pink skin to create the illusion of being tired or out of sorts. Don't go into specifics about your illness. You can simply say you were under the weather. Most people do not want to hear the details of others' sickness, anyway, so do not feel you have to volunteer detailed information. If someone does ask exactly what was wrong with you, you can grimace and say, "You don't want to know," or something in a similar vein. If necessary, contact the host and once again express your regret at having fallen ill, and ask how the event went. Doing so lends more credibility to your illness, as it creates the illusion that you are genuinely disappointed at having missed the party.

summary: Claim a safe but real illness. Stay home. Schedule some self-care. Use vague language after the event has passed. Follow up with the host.

Summarize the following:
Then, point the remote control at the device. If you cannot find your user manual, you can search your remote control's memory for the 4-digit code device code. This is also effective if the desired device isn't listed in the manual. At the same time, hold the OK key. All keys should flash twice. The selected mode key should flash two times. Wait for the device to turn off before you release PLAY. Use the REW key to look through each code backwards one at a time, and the FF key to look through them forwards one at a time. PLAY will resume an auto-search of the codes. The mode key will flash three times. If you cannot find the desired code, press EXIT to return to normal use of the control. Note that the Mode keys will flash red and the remote control will return to normal function if it cannot find a valid code. If it does not work, you may need to repeat the steps.

summary: Turn on the device you want to program. Press and hold the key (TV, AUX, DVD) that you wish to program. Enter "922". Press and hold the PLAY button. Press ENTER once you have found the correct code. Turn the device on and try the remote.

Summarize the following:
Most shots in pocket billiards are angle shots or "cuts," meaning the cue ball does not strike the object ball dead on. The "thinner" (more glancing) the collision is, the greater the angle the object ball will travel at, relative to the trajectory of the cue ball. An excellent way to estimate this effect is to sight along the planned trajectory of the ball. At the moment of collision, how much will the cue ball "overlap" the object ball from your perspective? The answer tells you how "full" the collision is: A dead-on shots overlaps completely. You could say it has a "fullness" of 1. If the cue ball covers of the object ball, the hit is full. The graph of these two quantities is not quite linear, but it's close enough that you can estimate by adding 15 every time you subtract fullness. Alternatively, use these more accurate measurements: A direct hit (fullness 1) results in a cut angle of 0. The object ball continues along the same path as the cue ball. A shot sends the object ball out at 14.5. A shot sends the object ball out at 30. A shot sends the object ball out at 48.6. Past fullness, it becomes difficult even to estimate how much of the ball is covered. More importantly, the cut angle rises more and more steeply, so tiny errors can have large effects. These glancing shots require plenty of practice and good technique even once you've figured out where to aim. If you can, look for another shot you can take. If the description of fullness doesn't help you, try the "ghost ball" approach: Imagine a straight line segment from the pocket to the center of the object ball. Extend this line slightly past the object ball. Imagine a "ghost ball" at this spot, squarely on this line and touching the object ball. To hit the object ball into the pocket, you should aim at the center of the "ghost ball." A kiss shot involves caroming the cue ball off ball A so it can strike ball B. If you're playing a game that allows kiss shots, remember this rule: if ball A is touching a rail, the desired cut angle is of the angle formed by the three balls. For example, if the angle with ball A as the vertex is about 45, the cut angle you want to achieve is about 15. The fullness rule above tells us that a full collision should produce this angle.
summary: Learn the basics. Estimate the fullness of the hit. Predict the angle based on the fullness. Use caution for very thin shots. Aim with the ghost ball method instead. Follow the thirds rule for kiss shots.