Article: Read the label of the animal to ensure that you are able to wash it in your machine. You won’t be able to machine a stuffed animal if:  Your stuffed animal comes with a music box inside. It’s very old, fur or limbs are falling apart, or it’s fragile to hold. There are items that have been glued on like plastic eyes, legs, arms, ears, or sequins. The animal is wearing delicate clothing that is sewn permanently on and can’t be removed like a glittery dress or an easily broken crown. The animal is stuffed with small foam balls instead of batting. Do you need to remove any parts? Are there any loose strings that need to be taken care of? Make sure that you don’t cause any damage to the animal or your machine. Stuffed animals are best washed in a machine that does not have an agitator. Machines with an agitator tend to ball up the animal because the agitator displaces the batting.  Instead of using a top loading machine, you could take a large load of laundry to a laundromat and wash your stuffed animal with that load. A mesh laundry bag can be purchased at your local dollar store, fabric store, or laundromat. It gives added protection from snagging and jostling by your machine. Even a normal cycle may be too vigorous for your stuffed animal so always wash in gentle or delicate to be safe. Use warm or cool water. Avoid using hot water because it may dissolve any glue causing pieces to fall off.
Question: What is a summary of what this article is about?
Make sure that you’re able to machine wash your stuffed animal. Examine the animal carefully. Find out what type of machine you have. Place your animal in a mesh bag. Use the gentle or delicate cycle.

Problem: Article: Use a tape measure to measure a stretch of relatively flat ground, at least 30 feet (9.1 meters) in length and preferably 40 ft (12.2 m). This will be your horseshoe court. 40 feet (12.2 m) is the longest distance used in horseshoe throwing, and the most common in tournaments, but if you're playing for fun you can use a shorter distance. If the court is mainly for children, you might want to use a court as small as 15 ft (4.6 m) long, and consider putting two stakes side by side instead of on opposite ends of the court, to lower the chance of children hitting each other with the thrown horseshoes. Use a mallet to drive two stakes into the ground, one at either end of the court. Tilt them about 12º toward each other, not straight into the ground. For a permanent horseshoe field, use long, iron rods, about 36 inches (91 centimeters) long and 1 inch (2.5 cm) in diameter. Otherwise, use any long stakes, ideally ones that extend about 15 inches (38 cm) above the ground after they're planted. 12º is a tilt approximately 1/8 of the way from vertical to horizontal. You can skip this step and start playing immediately, or use these common methods to improve the stability and permanence of your court. If you want to minimize the number of slipping and bouncing horseshoes, you can dig a small pit of moist sand or moist blue clay around each stake. To keep the stakes firmly in position, bury a wooden log below the surface and drill an angled hole for the stake. Typically, the game is played by two players or two teams, with one side standing at each stake and throwing at the other. In tournament play, adult men throw from behind a line drawn 37 ft (11.3 m) from the target stake, while women, people 18 and under, and people 70 and older may choose to throw from 27 ft (8.2 m) instead. If you're playing for fun, however, feel free to draw the lines as close as you need to so the players have a decent chance to throw a horseshoe near the target. Horseshoes are heavy and dangerous when thrown. Before throwing, always make sure everyone is standing at least 10 ft (3 m) from the court, and knows that a game of horseshoes is beginning. The first player throws two horseshoes, one at a time, trying to get them as near to the stake as possible. He then moves back away from the court, before the second player begins throwing. Throwing techniques are described in detail below. The second player steps up to the stake with his opponent's horseshoes lying near it. She aims at the opposite stake, throwing two horseshoes. In a team game, the players on each team take turns throwing a pair of horseshoes for their team. In one common scoring system, each player gets 1 point for a horseshoe within 6 inches (15 cm) of the stake, and 3 points for each "ringer," with the arms of the horseshoe encircling the stake. Play until someone wins by reaching 20, 40, or 50 points, or any number you decide in advance.  Alternatively, use the more competitive "cancellation" scoring system. Award 1 point each round to the player whose horseshoe is nearest to its stake, or 2 points if a single player throws both horseshoes closer than his opponent's. Ringers still award 3 points, but if both players throw a ringer in the same round, neither player receives points for it. Optionally, you can award 2 points instead of 1 for horseshoes that lean against the stake ("leaners").
Summary: Find a long area of flat ground. Pound two stakes into the ground. Improve the court (optional). Decide where to stand. Clear the area around the target stake. Have the first player throw two horseshoes. Have the second player throw two horseshoes at the other stake. Keep track of score.

In the beloved “Where’s Waldo” books by Martin Handford, readers are supposed to look for a cartoon man named Waldo. Knowing what to look for is where you must start.  Waldo wears a red-striped shirt and a red-striped hat. Be careful, though, because the illustrator has planted other people with red stripes in an attempt to fool you. There should be a picture of Waldo on the cover of the books.  Create a picture of Waldo in your “mind’s eye” by studying his picture for a few minutes. This helps your brain seek out similar colors and images in the pages.  Waldo also has round black glasses, and a walking stick/brown wooden cane with a curved top.Waldo wears brown work boots.  Waldo wears blue jeans with pockets. He has short brown hair with longer bangs that are swept to the right. He usually has a smile on his face. One technique that can be effective is to focus on landmarks where Waldo might be hiding out, rather than just wildly looking around.  Look around landmarks like a castle moat or a blimp or other central elements to the scene. Waldo often carries objects with him. This could be a camera, camping gear, a teacup, or any other relevant accessory. Sometimes, looking for these things on the page will lead you right to Waldo! Handford has said that he didn’t strive to be purely random when choosing where to put Waldo. Instead, he said that he puts “Wally when I come to what I feel is a good place to hide him.” Most of the Waldo books also contain a postcard from Waldo in the top left-hand corner of the left page when you open a two-page spread. Waldo is never hidden here. Various studies have found that there are some places Waldo almost never appears on the page.  Waldo is almost never spotted in the page’s top left-hand corner. He is rarely located on the edges of pages, and he is never found on the bottom of the right page. Waldo is called different names around the world. He is Ubaldo in Italy, Jonas in Lithuania, Walter in Germany, Wally in the UK and Australia, and Van Lang in Vietnam.  Have fun with it! Challenge yourself by scanning the page, and seeing how long it takes you to find Waldo without extra help.
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One-sentence summary --
Spot Waldo’s clothes. Focus on landmarks. Know where else Waldo is not.