Endless Amusement: A Collection of Nearly 400 Entertaining Experiments in Various Branches of Science; Including Acoustics, Electricity, Magnetism, Arithmetic, Hydraulics, Mechanics, Chemistry, Hydrostatics, Optics; Wonders of the Air-Pump; All the Popular Tricks and Changes of the Cards, &c., &c. to Which is Added, a Complete System of Pyrotechny; Or, the Art of Making Fire-works.Unknown
Science
Endless Amusement: A Collection of Nearly 400 Entertaining Experiments in Various Branches of Science; Including Acoustics, Electricity, Magnetism, Arithmetic, Hydraulics, Mechanics, Chemistry, Hydrostatics, Optics; Wonders of the Air-Pump; All the Popular Tricks and Changes of the Cards, &c., &c. to Which is Added, a Complete System of Pyrotechny; Or, the Art of Making Fire-works.
You then present to any person that division of the bag which contains
the several pieces on which is written the number opposite to the
north end of the bar, and tell him to draw any one he pleases. Then
placing the needle on the pivot, you turn it quickly about, and it
must necessarily stop at that particular number.
_The Magnetic Cards._
Draw a pasteboard circle; you then provide yourself with two needles,
similar to those used in the foregoing experiment, (which you must
distinguish by some private mark,) with their opposite points touched
with the magnet. When you place that needle whose pointed end is
touched, on the pivot described in the centre of the circle, it will
stop on one of the four pips, against which you have placed the pin
in the frame; then take the needle off, and, placing the other, it
will stop on the opposite point.
Having matters thus arranged, desire a person to draw a card from a
piquet pack, offering that card against which you have placed the pin
of the dial, which you may easily do, by having a card a little longer
than the rest. If he should not draw it the first time, as he probably
may not, you must make some excuse for shuffling them again, such as
letting the cards fall, as if by accident, or some other manoeuvre,
until he fix on the card. You then tell him to keep it close, and not
let it be seen. Then give him one of the two needles, and desire him
to place it on the pivot, and turn it round, when it will stop at the
colour of the card he chose; then taking that needle off, and
exchanging it, unperceived, for the other, give it to a second person,
telling him to do the same, and it will stop at the name of the
identical card the first person chose.
_The Magnetic Orrery._
Construct a round box, Fig. 16, about eight inches diameter, and half
an inch deep. On the bottom fix a circular pasteboard drawn like the
figure. You are likewise to have another pasteboard, drawn exactly the
same, which must turn freely in the box, by means of an axis placed on
a pivot, one end of which is to be fixed in the centre of the circle.
On each of the seven smaller circles on the pasteboard, which you have
fixed at the bottom of the box, place a magnetic bar, two inches long,
in the same direction with the diameters of those circles, and their
poles, in the situations expressed in the figure.
There must be an index like the hour hand of a dial, fixed on the axis
of the central circle, by which the pasteboard circle in the box may
be turned about; also a needle (forming in the figure the other hand)
that will turn freely on the axis, without moving the circular
pasteboard.
In each of the places where the word _question_ is, write a different
question; and in each of the seven circles where the planetary signs
are, write two answers to each question; observing, that there must
only be seven words in each question: for instance,
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