Write an article based on this "Lift your pinky back further than 90 degrees. Push your thumb back to touch your forearm. Open your elbow upwards more than 10 degrees. Extend your knees backward more than 10 degrees. Bend at the waist and place your palms on the floor. Total your points to find your Beighton hypermobility score."
article: Rest your palm and forearm on a flat surface, bending your elbow at a 90-degree angle. Reach over with your other hand and lift your pinky finger back towards your body. If it goes further than 90 degrees, you have hypermobile fingers in that hand. Repeat the test with your other hand. Give yourself 1 point for each pinky that you are able to lift back further than 90 degrees – up to 2 points total for this part of the test. Hold your arm out straight in front of you so that your palm is facing down. Press your thumb towards your inner forearm with your other hand. If you can push it all the way back so that it touches your forearm, you have hypermobile thumbs. Repeat the test on your other thumb. You get 1 point for each thumb that can touch your inner forearm, up to 2 points total for this part of the test. Hold your arms outstretched, even with your shoulders. Your palms should be facing upwards. Lower your wrist and forearm to open your elbow further so that it appears to bend backward. If the bend seems greater than 10 degrees, give yourself a point for each elbow.  If you're doing this by yourself, stand in front of a mirror. You also may find it easier to do one arm at a time rather than trying to assess both at once. This level of hypermobility can be difficult to measure on your own. If a physical therapist were conducting this test, they would likely use an instrument called a goniometer to measure the angle of your joints. Stand with your knees locked and extend them backward as far as you possibly can. If your knees extend further than 10 degrees backward, add 1 point for each side to your score.  If you're doing this by yourself, stand sideways in front of a full-length mirror and evaluate one side at a time. As with elbows, hypermobility in your knees can be difficult to assess on your own. Consider any extent to which you can bend your knees backward from the straight locked position to be an indication of hypermobility. Stand with your feet together and your knees straight. If you can bend from the waist and place your palms flat against the floor in front of your feet without bending your knees, you have a hypermobile spine. If you can do this with your knees locked straight, give yourself 1 point. Add up the points from each of the joints tested. A score of 4 or greater indicates you have generalized hypermobility. In basic terms, this means many of your joints have a greater range of motion than what is considered normal. Even if you have a relatively low score, you may have hypermobility in other joints that aren't evaluated in the Beighton test, such as the jaw, neck, shoulders, hips, ankles, and feet.

Write an article based on this "Watch for the symptoms. Move the duck. Provide plenty of fresh water. Give an antitoxin. Treat wounds. Wait 2 days."
article: Botulism poisons the duck, causing what's sometimes known as "Limberneck Disease." It causes paralysis, starting with the duck having trouble taking off or going under the water. The duck's legs will be paralyzed, and you may see the duck trying to move only with its wings. The duck's eyelids and neck will droop. The paralysis may also be accompanied by diarrhea. Once you realize a duck is sick, move it away from the area where it was infected. You should provide some basic shelter for the duck. Leaving the duck where it is means the duck will continue to be infected with the bacterium. You have to move it away from the source if it's going to recover. However, not all ducks will recover. Only a duck that didn't get a lethal dose of the bacterium will be able to recover. When you first notice the symptoms, it's important to provide fresh water for that duck. The water may help flush out the bacterium.  If the duck won't drink, use a syringe to give the duck fresh water. The two main antitoxins are Trivalent (A, B, E) Botulinum Antitoxin and Heptavalent (A, B, C, D, E, F, G) Botulinum Antitoxin. You can get the first from the CDC (your local office), and you will likely need to get the second through a vet, who will get it from the CDC. The second is recommended for more types of botulism.  Ducks are most often affected by Type C Botulism, which generally doesn't cause problems for people, dogs, or cats. Sometimes, they are affected by Type E Botulism.  Generally, this treatment is not used. It's not very practical, as it must be given early on, when symptoms aren't as obvious. Botulism can sometimes be caused by a wound that lets the bacterium into the blood. If your duck has wounds, you should have a vet look at them, as they may need to be treated surgically. Most ducks who are going to recover from botulism will do so withing 2 days. If your duck makes it that long, it will likely be fine.

Write an article based on this "Evaluate the pattern or shape. Look for the pattern rules or relationships. Choose the answer that should come next in the pattern."
article:
Abstract reasoning test questions generally feature a series of patterns or shapes that are all related. Start each question simply by taking inventory of the building blocks of the pattern. Look for predictable changes from one image to the next, taking note of things like:  The number of shapes The size of the shapes The number of sides each shape has The shading of each shape The orientation of each shape The patterns in an abstract reasoning test are dictated by a set of rules or relationships. Once you’ve taken notice of the shapes within a pattern, start looking for the rules that dictate how these shapes change.  The items that you noted when evaluating the pattern will often relate to the change in the shapes. For example, the pattern may dictate that the biggest shape in an image has two more sides than the previous image. So the first image may show a triangle, while the second will show a pentagon. Depending on the level of test you are taking, the pattern may have more than one rule governing it. Evaluate each part of the pattern carefully to see if there are multiple rules. Always be prepared for the chance that a pattern may have more than one rule. Once you’ve figured out the rule for the pattern, pick the answer that should come next in the pattern sequence. Be sure to look at each answer option carefully, since they are typically designed to look similar. For example, if each shape in a pattern has two more sides than the previous shape, your test may show a triangle, a pentagon, and a septagon. The answer you would choose, then, would be a nonagon, or a polygon with nine sides.