Endless Amusement. Unknown

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Endless Amusement - Unknown


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      Artificial Thunder.

      Mix two drachms of the filings of iron, with one ounce of concentrated spirit of vitriol, in a strong bottle that holds about a quarter of a pint; stop it close, and in a few minutes shake the bottle; then taking out the cork, put a lighted candle near its mouth, which should be a little inclined, and you will soon observe an inflammation arise from the bottle, attended with a loud explosion.

      To guard against the danger of the bottle bursting, the best way would be to bury it in the ground, and apply the light to the mouth by means of a taper fastened to the end of a long stick.

      Another way.

      Mix three ounces of saltpetre, two ounces of salt of tartar, and two ounces of sulphur; roll the mixture up into a ball, of which take a quantity, about the size of a hazel-nut, and, placing it in a ladle or shovel over the fire, the explosion will resemble a loud clap of thunder.

      You will produce a much more violent commotion if you double or treble the quantity of the last experiment; suppose you put two or three ounces of the mixture into the shovel. For fear of accidents, it should not be done in the house, but by placing the shovel over a chafing-dish of very hot coals, in the open air, standing a great distance off.

      Common prudence will dictate the necessity of using great care in the above experiments, as an accident will soon happen if a person does not get out of the way before the composition explodes.

      Money augmented by an Optical Illusion.

      In a large drinking-glass of a conical shape, (small at the bottom and wide at the top,) put a shilling, and let the glass be half full of water; then place a plate on the top of it, and turn it quickly over, that the water may not escape. You will see on the plate a piece of coin of the size of half-a-crown; and a little higher up another the size of a shilling.

      It will add to the amusement this experiment affords, by giving the glass to any one in company, (but who, of course, has not witnessed your operations,) and, desiring him to throw away the water, but save the pieces, he will not be a little surprised at finding only one.

      Three objects discernible only with both Eyes.

      If you fix three pieces of paper against the wall of a room at equal distances, at the height of your eye, placing yourself directly before them, at a few yards' distance, and close your right eye, and look at them with your left, you will see only two of them, suppose the first and second; alter the position of your eye, and you will see the first and third: alter your position a second time, you will see the second and third, but never the whole three together; by which it appears, that a person who has only one eye can never see three objects placed in this position, nor all the parts of one object of the same extent, without altering his situation.

      To construct the Camera Obscura.

      Make a circular hole in the shutter of a window, from whence there is a prospect of some distance; in this hole place a magnifying glass, either double or single, whose focus is at the distance of five or six feet; no light must enter the room but through this glass. At a distance from it, equal to its focus, place a very white pasteboard, (what is called a Bristol board, if you can procure one large enough, will answer extremely well;) this board must be two feet and a half long, and eighteen or twenty inches high, with a black border round it: bend the length of it inward to the form of part of a circle, whose diameter is equal to double the focal distance of the glass. Fix it on a frame of the same figure, and put it on a moveable foot, that it may be easily placed at that distance from the glass, where the objects appear to the greatest perfection. When it is thus placed, all the objects in front of the window will be painted on the paper in an inverted position, with the greatest regularity, and in the most natural colours. If you place a swing looking-glass outside the window, by turning it more or less, you will have on the paper all the objects on each side the window.

      If, instead of placing the looking-glass outside the window, you place it in the room above the hole, (which must then be made near the top of the shutter,) you may have the representation on a paper placed horizontally on a table, and draw at your leisure all the objects reflected.

      Observe, the best situation is directly north; and the best time of the day is noon.

      The Magnifying Reflector.

      Let the rays of light that pass through the magnifying glass in the shutter be thrown on a large concave mirror, properly fixed in a frame. Then take a third strip of glass, and stick any small object on it; hold it in the intervening rays at a little more than the focal distance from the mirror, and you will see on the opposite wall, amidst the reflected rays, the image of that object, very large, and beautifully clear and bright.

      To tell by a Watch Dial the Hour when a Person intends to rise.

      The person is told to set the hand of his watch at any hour he pleases, which hour he tells you; and you add in your mind 12 to it. You then desire him to count privately the number of that addition on the dial, commencing at the next hour to that at which he intends to rise, and including the hour at which he has placed the hand, which will give the answer: for example.

      A intends to rise at 6, (this he conceals to himself;) he places the hand at 8, which he tells B, who, in his own mind, adds 12 to 8, which makes twenty. B then tells A to count twenty on the dial, beginning at the next hour to that at which he proposes to rise, which will be 5, and counting backwards, reckoning each hour as one, and including in his addition the number of the hour the hand is placed at, the addition will end at 6, which is the hour proposed; thus,

The hour the hand is placed at is 8
The next hour to that which A intends to rise at is 5, which counts for 1
Count back the hours from 5, and reckon them at 1 each, there will be 11 hours, viz., 4, 3, 2, 1, 12, 11, 10, 9, 8, 7, 6 11
———
Making 20

      A person having an even Number of Shillings in one Hand, and an odd Number in the other, to tell in which hand the odd or even Number is.

      You desire the person to multiply the number in his right hand by an odd figure, and the number in his left by an even one; and tell you if the products, added together, be odd or even. If even, the even number is in the right hand; if odd, the even number is in the left. For instance,

I. Number in the right hand is even 18 In the left hand odd 7
Multiply by 3 Multiply by 2
——— ———
Product 54 Product 14
Add the Product of the left hand 14
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