If your teacher is a hard grader, try to get more details when they give an assignment. Ask if there is anything specific they are looking for, and if there's anything you should avoid. Some teachers have a habit of going off on a tangent, and telling long stories that aren't related to the subject. Try not to look too bored, and just wait until they get back on track. Not only would this be terribly embarrassing, it is sure to cause problems. A teacher should never insist on being part of your social life, so just tell them you only add friends and family on social media. Some teachers have a knack for hitting you with a pop quiz when you are least prepared. They probably aren't completely random events, however. Figure out when they're most likely to surprise you, so you can be prepared. Some teachers like to give pop quizzes after an assigned reading. If you haven't had a major test in a few weeks, be prepared for a quiz. Some teachers punish a rowdy class with a pop quiz. If your class seems to be annoying the teacher, start reading through your notes just in case.
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One-sentence summary -- Ask them what they are looking for. Look interested when they tell long stories. Just say no if they want to be your friend on Facebook. Keep track of when they give pop quizzes.

Q: That is because you will be creating a space for the array to fill. Once you have it there, type in the number of total copies you want. In this instance, 4/ to create a total of 5 doghouses. 4/ and then Enter If it doesn't look right and you haven't done anything else, you can type in another number and it will change. In the screenshot at the beginning of the article, 3/ and Enter was pressed to get all of the doghouses.
A: Have some idea of the number you will need. Select the entity, start to move, press CTRL and move a distance away. If you want to make a 'field' of your entities, select them and do it again.

Article: Consistent stroke form and aim should be your first priorities when you start to take pool seriously. English is a very useful technique, but it has complex effects and you need consistency to practice it. You'll have trouble narrowing down the effects of English (side spin) if you're not also controlling the amount of overspin and slipping. These effects are determined by the height you strike on the cue ball. Slipping is completely eliminated at 2/5 of the distance between the center and the top of the ball, but in practical terms 1/5 of this distance is often a better measure for optimal control and speed. As long as there is no English, the cue ball will come to a dead stop after a perfect head-on collision. Practice head-on collisions striking the ball with your cue at the midpoint of its horizontal axis. Once you can get the cue ball to stop dead every time, you have enough control to introduce English to your game. There are several types of English, but this article sticks to the most basic form. If your cue hits the cue ball left of center, the ball will spin along this axis this is "left English." When this spinning ball strikes a surface, the spin will cause it to rebound further to the left than a ball with no English. Similarly, striking the right side imparts "right English" and moves rebounds further to the right. The further from center you are, the more dramatic this effect: 100% English or maximum English means you strike halfway between the center and the edge of the ball. This is the farthest from the center you can strike and reliably avoid miscues. 50% English means you strike halfway between the maximum point and the center ( of the way from the center to the edge of the ball). You can use any other percentage of English by striking at different points between the center and the maximum point. When two balls collide, the object ball starts rotating around a particular axis, determined by the angle and the amount of English. If you achieve "gearing," this rotation occurs along the axis of movement. In other words, the object ball's motion is not affected by spin. It will travel exactly along the "line of centers," or the line drawn between the centers of the two balls at the moment of impact. The term comes from the analogy of two gears meshing smoothly together, transferring the motion perfectly. Once you've aimed your angle shot using the fullness or "ghost ball" approaches from the last section, you'd like to ensure that the object ball doesn't pick up any funny spin and ruin your shot. Here's where a chart can save you a lot of trial and error. All numbers below are for "outside English," meaning you move the cue to the side of the cue ball farther from the object ball. If the cut angle is 15, use slightly more than 20% English. (Remember, the cut angle is the angle between the cue ball's original path and the path of the object ball.) If the cut angle is 30, use 40% English. If the cut angle is 45, use about 55% English. If the cut angle is 60, use about 70% English. As the cut angle approaches 90, increase English to 80%. If you use less English than the "gearing" amount listed in the last step, the cue ball will slide forward during the collision, transferring side spin to the object ball. The object ball will move slightly to the right of the expected cut angle. If you use more English than the gearing amount, the object ball will move slightly to the left of the expected cut angle instead. This effect is called cut induced throw: the cut angle transferred a spin which threw the ball off the expected path. You can use this to your advantage to make seemingly impossible shots. If your only clear shot would put the ball slightly too far to the right, increase the amount of outside English to throw the ball into the pocket.
Question: What is a summary of what this article is about?
Perfect your stroke first. Avoid English when in danger of sinking the cue ball. Practice different amounts of English. Understand gearing. Adjust your English to achieve gearing for any cut. Know the effects of a collision without gearing.