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the glass. Into another glass pour, in like manner, HYDROCHLORIC ACID; place a sheet of paper over one glass and then put the other

on it, bottom upward. After waiting a moment, pull the paper away, when the glass will fill with a dense, white cloud. This cloud is formed of particles of sal-ammoniac, which is made of chlorine and ammonia.

4. Ammonia from Cheese. Ammonia may be obtained from cheese in the following manner. Place in a test tube a bit of cheese and some caustic potash, and heat over an alcohol lamp. The odor of ammonia will soon be perceived, and if a piece of turmeric paper be held over the tube it will be turned brown, showing that an alkali is present. The ammonia is formed by the union of the nitrogen and hydrogen which are present in cheese.

ANAGRAMS. A game played with printed letters of the alphabet, like those used in playing LOGOMACHY. Each player forms a word and then, mixing the letters composing it, gives it to his right-hand neighbor, who is required to arrange the letters again in their proper order. This is the usual method, but as thus played Anagrams is rather an amusement than a game. It may be played as a game by requiring each player to give his word, at the same time, to each of the others. Whoever guesses all his words soonest, or guesses most of them in a given time, is declared winner. In this method no two persons have exactly the same list of words to solve. That all may be equal in this respect, some one not in the game may give the words to all.

Forming Anagrams has long been a favorite amusement, and much ingenuity has been shown in transforming a word, by changing its letters into another defining it or related to it in some way. Some of the anagrams made in this way are as follows:

Telegraph.-Great help.

Reformations.-To sin far more.
Old England.-Golden land.
The following was made by Dean

Transubstantiation,-Sin sat on a as V. Draw VS parallel with the base line, and from any point S on

tin tar tub.

The game of Anagrams is called in France Le jeu de mots (the Game of Words), and is played with bits of wood or bone resembling DOMINOES, having a capital letter on one end and a small one on the other.

Alphabet Game. A kind of Anagrams, where, instead of the actual letters of the word to be guessed, the guesser is given an arrangement of dots, single ones representing consonants, and double ones vowels. Thus, the word "Philadelphia" would be denoted thus:

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The guesser is allowed to ask " Is it a city?" "Is it a person?" or any similar question which can be answered by "Yes" or "No." The number of these questions can be limited by agreement. This game is called in Germany Das Buchstabirspiel (the Letter Game).

ANAMORPHOSES. Drawings in which the objects represented are twisted out of shape, but can be seen in their proper proportions by using some special device. The simplest kind can be made as follows. Supposc Fig. I is the picture to be transformed. Divide it into squares, as shown. Then draw a straight line ab (Fig. 2) equal to the side A B of the square, divide it into the same num

Fig. 1.

B

ber of parts, and draw lines from each point of division to some point below

Fig. 2.

it draw a line to the point a. At the places where this crosses the other lines draw parallels to the base line. The figure ac db will now be divided into the same number of parts as the original square, but of a different shape. The picture is now re-drawn in this new figure, placing in each part what was in the corresponding square. The greater the number of squares into which the original picture was divided, the more accurately this can be done. By looking at the distorted picture from a point near the paper just above V, it will appear in its right shape. This point varies according to the positions of the points and S, but is easily found by trial.

Another way of drawing the same

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kind of anamorphosis is to prick pinholes in the original picture so as to trace the outlines, and then hold it upright just in front of a candle so

Fig. 3.

that the light shining through the pin-holes forms the picture on a sheet of paper laid before it on the table. The outlines are then traced on this

sheet by following the illuminated lines with a pencil, and the picture is afterward filled in in detail. If the original picture be removed and the distorted one looked at with the eye placed exactly where the candle was, it will be seen in its proper shape. (See Fig. 3.)

Anamorphoses are sometimes made, which appear of their proper shape when viewed in a cylindrical or conical mirror. Such distorted pictures can often be bought at toy stores, but they are very difficult to draw properly.

ANGLING, or FISH POND. A game played by an even number of persons, who angle for toy fish with a miniature pole and hook and line. The fish, which may be made to look like real fish, or may be simply little pieces of wood, are fitted with rings

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about 1-16 of an inch in diameter, !"private pond," which are placed in and have on them numbers in regular order. For four players, about

"Fish."

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forty fish are generally provided. The players sit opposite each other, and each is given five fish for his

front of him, while the rest are put in the middle of the table to form the "large pond."

The game begins by two of the players fishing in each other's ponds, each holding his pole, and trying to lift one of the fish by passing the hook through the ring. The first one to do so cries, "Caught!" and his opponent takes the fish in his hand, while the successful angler

guesses whether its number is odd or even. If the guess be correct he takes the fish into his own pond, and the same pair fish again as before, but in the large pond. As long as one of them is successful, the same pair continue to fish, alternately in each other's ponds and the large pond. When there is a wrong guess, the fish is put into the large pond, if it has been taken from a private pond, and into the opponent's pond if from the large pond, and the next two players begin to fish. If the players catch fish at the same time, the one who first calls out "Caught," is given the preference. If both call at once, he who guesses correctly is preferred, and if both guess correctly, the fish are returned to their respective ponds for another trial. The game is ended when any pond, large or private, is empty, and he wins who has most fish. If two have the same number, the sum of the numbers marked on the fish decides the game. When only two play, each private pond should contain ten fish.

Angling is much played as a PROGRESSIVE GAME. When it is thus played, an increased number of fish is needed; each player may be provided with a rod and line, or there may be two for each table.

ANIMAL, VEGETABLE, AND MINERAL. See TWENTY QUES

TIONS.

ANORTHOSCOPE. An optical toy which distorts figures viewed through it. It consists of two discs, on one of which the figure to be viewed is painted, while in the other there are slits through which the observer looks, as in the ZOETROPE. The discs are so arranged as to revolve in opposite directions, and the disc bearing the figures is made transparent, so that it may be seen by holding it up toward the light. The figures are usually so drawn that when viewed by the unaided eye they are unrecognizable, but when placed in the anorthoscope they are restored to their proper shape. The

arrangement and results of the toy depend somewhat on the relative velocity of the disks. We will suppose that the disk bearing the slit is made to revolve once, while that with the figure does so four times. Then there must be four slits in the front disk, arranged thus --, and, whatever figure may be drawn on the other disk, five distorted figures, all alike, will be seen by looking through the slits. The illustrations on page 14 show the appearance of two designs, first as seen with the naked eye, and then through the slits.

The reason why the toy produces this effect will now be given. First suppose there is only one slit in the front disk, and only a dot, instead of a picture, on the other. Suppose the disk to start with the dot just behind the slit. As the back disk turns four times as fast as the front one, the dot will pass behind the slit four times before they get around into the same position again. Thus the eye will see five dots on the rear disk instead of one. If there are four slits at right angles the result will be the same, for each will pass the dot in the same place as the others. But there cannot be more than four. The same will be true of a large figure as of a dot, but each of the multiplied figures will be shut together like a fan, so as to extend only one-fifth as far around the circle as before. That is, supposing the circle to be divided into 360 degrees, if the picture extended around sixty degrees, it will appear in the anorthoscope to extend over only twelve degrees. This shutting together is a consequence of the rapid movement of the rear disk past the front one. If this reduction in size took place in all directions, the figure would be the same shape, only smaller, but it takes place in only one direction, that is, around the circle, hence the figure is twisted out of shape.

Any figure may be drawn on the disk so that it will appear in its proper shape when viewed through the an

orthoscope. Suppose the figure to in the plan on page 15. The position be that of a card as shown in the of the card should be so arranged illustration. Draw lines from the that the lines passing through the center of the disk through the angles corners will be multiples of five deof the card, and others to the points grees apart. (The degrees may be 1, 2, 3, etc., at intervals of any de- laid off with a curved scale, called sired number of degrees, say five, as a protractor, sold by any dealer

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in drawing materials.) Then draw make a dot on the corresponding an equal number of lines from the center, twenty-five degrees apart to the points 1', 2', 3', 4', etc., representing the first lines opened out like a fan. Take any line of the figure, and measure the distance, from the center, of the point where it crossed each of the radii first drawn, and

new radius at just that distance. For instance, measure the distance from the center to the left-hand corner on the radius drawn to I, and then lay it off on the radius drawn to 1'. Join all the dots so made by a curved line, and do the same with all the other lines of the figure. Care must

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