Experimental glass blowing for boys
Part 2
The submarine acts in this magical manner for the reasons given in Experiment 9. When you press the stopper in, you compress the air in the submarine and force water in until the submarine weighs more than an equal volume of water and it sinks. When you release the pressure on the stopper, the compressed air forces the water out until the submarine becomes lighter than an equal volume of water and it rises. The water rushing out through the opening exerts pressure backward on the water in the bottle and the reaction drives the submarine forward.
Experiment 21. Fun with the submarine.
If your friends do not know about the little submarine, you can mystify them as follows: Tell them that submarines are just like other fish; namely, they lay eggs, and the little eggs hatch out after a certain number of days (of course, your friends will know that you are only joking). Pretend that you found one of these submarine eggs, hatched it out in lukewarm water, and that you have trained the baby submarine to do some simple tricks. For example, that you have trained it to submerge, rise, and attack, when you issue the commands “submerge,” “rise,” and “attack.”
Tell them to watch the submarine carefully and to notice that it takes in water and submerges when you issue the command “submerge.” Stand the bottle on the table, issue the command “submerge” and, while your friends are watching the submarine, press down on the stopper unknown to them.
Tell them to watch the submarine carefully again and to notice that it expels water and rises when you issue the command “rise.” Issue the command and unknown to them release the pressure on the stopper slowly.
Repeat with the command “attack” and release the pressure quickly.
Experiment 22. A submarine battle.
Make a second submarine, place it in a large bottle with the first submarine, turn the bottle on its side, and make the submarines manœuver by moving the stopper in and out.
Finally arrange them so that they are on the bottom, facing each other bow to bow, two or three inches apart (1, Fig. 35), and release the stopper quickly. Do the submarines try to ram each other (2, Fig. 35) in a most realistic manner?
Experiment 23. To flare the end of a tube.
Heat the end of a piece of No. 2 tube until it is red hot, take it out of the flame, hold the flaring wire inside the end, and press outward gently while you revolve the tube (1, Fig. 36). Do you find that the end is flared out (2, Fig. 36)?
Experiment 24. To make an air gun.
Take a full length piece of No. 4 tube and flare both ends slightly. This is the air gun (Fig. 37).
Now to make an arrow, cut off the lighting end of a match and insert a pin in the other end (Fig. 38).
Insert this arrow in the air gun and blow it out. Does it come out with considerable speed?
Experiment 25. A shooting match.
Draw a target on a piece of paper and hang it up, away from the wall or at the edge of the table, where there will be space behind for the arrows to pass through. Now shoot at the target with your air gun (Fig. 39). Do you find that the arrow makes holes in the target and sometimes goes right through?
The bull’s-eye of a target is usually 1 inch in diameter, the next circle outside is 2 inches in diameter, the next 4 inches, and the outer circle 5 inches.
Get up a shooting match and keep track of the score made by each.
If the bull’s-eye is cut anywhere by the arrow, the count is 5 points; a cut anywhere inside or touching the 2-inch circle counts 4 points; anywhere inside or touching the next two circles counts 3 and 2 points respectively.
The one who makes the highest score in five shots is the winner.
It is more sanitary if each shooter has his own air gun and arrows.
Experiment 26. Height and distance contest.
Go outside and see which of you can shoot his arrow to the greatest height and to the greatest distance.
Give each contestant five shots.
You can make fair estimates of the heights if you shoot up beside a building or tall tree.
Experiment 27. To make a pea shooter.
Take a full length piece of No. 6 tubing, smooth both ends and flare them out slightly. This makes an excellent pea shooter. Try it with peas. Do you find that they come out with great speed?
Experiment 28. A pea-shooting match.
Make a target on a piece of paper, hang it up away from the wall or at the edge of the table, and shoot at it (Fig. 40). Do you find that the peas go right through the paper?
Arrange a match with your friends and keep track of the score as in Experiment 25.
Experiment 29. To make a good bend.
A good bend has the same diameter in the bend as in the remainder of the tube (1, Fig. 41). It is rather difficult to make because the tube tends to cave in on the inside of the bend (2) or flatten on the outside (3), or both.
Make the bend as follows: Heat a piece of No. 2 tube about 2 inches from one end in the lamp flame, turn it constantly and move it back and forth endwise to heat a length of about 2½ inches. When soft, take the tube out of the flame, and bend the ends =upward= until the angle is 90°.
If the bend is flat on the inside or outside, close one end of the tube in the blowpipe flame, smooth the other end and allow them to cool, then heat the flat side of the bend in the blowpipe flame and blow it out slightly. This makes the diameter of the tube at the bend equal to that of the remainder of the tube. Cut off the closed end, smooth the edge, and your bend is complete.
Make bends with No. 4 tube.
Experiment 30. To make a drinking tube.
Many times when there is sickness in the house, it is convenient to have a glass drinking tube (Fig. 42), through which the patient can drink without raising his head.
Make such a tube from a piece of No. 4 tubing. The short arm is equal in length to the depth of the tumbler; the long arm, or mouthpiece, is about 1 inch longer than this.
Experiment 31. To make a siphon.
Cut off a piece of No 4 tubing 8 inches long, make two right-angled bends about 1 inch apart at the center, smooth both ends, and your siphon is complete (Fig. 43).
Experiment 32. Magic.
Put one arm of the siphon in a tumbler of water and suck air out of the other end. Does the water start running and does it continue to run in a most magical way (Fig. 44) until the water is below the end of the siphon in the tumbler?
Fill the tumbler with water again, start the water running, put the outer arm of the siphon in an empty tumbler, and stand both tumblers on the table (Fig. 45). Does the water run up one arm of the siphon and down the other into the empty tumbler? Does it stop running when the levels are the same?
Stand the first tumbler on a book. Does the water run again and stop when the levels are again the same (Fig. 46)?
Place the lower tumbler on the book and the upper tumbler on the table. Does the water now run in the opposite direction until the levels are again the same?
Raise one tumbler a foot or so above the table. Does the water run up over the edge and drop into the second? Now before the upper tumbler is empty, lower it in such a way that an arm of the siphon is in each tumbler, and raise the second tumbler. Does the water now run in the opposite direction?
You boys who have the Gilbert set on “Hydraulic and Pneumatic Engineering” will know that it is the pressure of the atmosphere which causes the water to run up over the edge of the tumbler in this magical way.
Experiment 33. A long-armed siphon.
Attach a full length of No. 4 tube to each arm of the siphon, as in Fig. 47, and repeat the experiments described above.
=Note=: When you insert a glass tube into a rubber coupling or rubber stopper, wet the end of the glass tube and the inside of the coupling or stopper, grasp the tube near the end to be inserted, and insert with a twisting motion.
Experiment 34. To make a nozzle.
Attach a working handle to one end of a piece of No. 2 tube, heat the tube about one inch from the end in the lamp flame, turn constantly until soft, then remove from the flame, and draw it out about 3 inches. When cool, break off the thin tube, cut off the nozzle to a length of about 2½ inches, smooth the large end, and your nozzle (Fig. 48) is complete.
Experiment 35. To make a fountain.
Arrange the apparatus as in Fig. 49, and suck air out of the nozzle. Have you made a beautiful fountain?
Experiment 36. Magic.
Make a nozzle 6 inches long out of No. 2 tube. Smooth the ends of the nozzle, and long tubes. Arrange the apparatus as in Fig. 50 and suck air out of the nozzle until the water runs in the siphon. Does the water squirt out of the nozzle in a magical manner?
Experiment 37. More magic.
Arrange the No. 2 apparatus as in Fig. 51, with the nozzle inside the bottle. Now to start the apparatus: Fill the bottle about quarter full of water, insert the tubes in the stopper as shown; insert the stopper into the mouth of the bottle; invert the bottle; then put the short tube in a tumbler full of water and the long tube in an empty pail or basin. Is there a magical fountain inside the bottle?
Repeat this with a taller bottle, if you can find one to fit your two-hole stopper. Do you get a higher fountain?
Experiment 38. Still more magic.
Make another nozzle and attach it to the apparatus used in the last experiment by means of the inverted siphon (Fig. 52). Start the experiment as described above. Do you get two fountains?
Experiment 39. To start a siphon.
You can start a siphon without sucking the air out of it as follows: Fill the siphon with water, put a finger over each end (1, Fig. 53), place one end in a tumbler full of water and remove the finger under water (2, Fig. 53), then remove the other finger. Does the siphon start?
In this case the water you pour into the siphon drives the air out, and this is the reason you do not need to suck the air out.
Experiment 40. To siphon sand or mud.
Arrange a siphon (Fig. 54), start the water flowing, and then pour sand or mud into the upper tumbler. Is the sand of mud siphoned over into the lower tumbler?
Attach a long tube to the outer arm of the siphon and repeat the experiment. Is the sand or mud siphoned more rapidly and more thoroughly?
Experiment 41. To make a squirt bottle.
Make a nozzle at one end of a piece of No. 2 tubing, make a bend near the nozzle, cut off the other end at such a length that it will reach to within ¼ inch of the bottom of the bottle, smooth this end, allow it to cool, wet the tube and the two-hole stopper, shove it through one hole of the stopper, insert an elbow in the other hole, and your squirt bottle is complete (Fig. 55).
Fill the bottle with water, and blow through the elbow. Do you get a fine long stream from the nozzle (Fig. 56)?
Experiment 42. To make a trick squirt bottle.
You can have any amount of fun with a trick squirt bottle. It is exactly the same as the squirt bottle described in Experiment 41 except that it has a hole just below the bend (Fig. 57).
To make the hole, make the long bent nozzle as in the last experiment, then heat the tube just below the bend in the blowpipe flame, touch a piece of glass tube to the red-hot glass (1, Fig. 58), and pull it away (2, Fig. 58). Do you find that the hot glass is pulled out into a thin pointed tube? Break off the thin tube close to the large tube, heat in the blowpipe flame until the edges are smooth and at the same level as the sides of the large tube. Flare the edges of the hole, if necessary; it should be about ⅛ inch in diameter.
Now fill the bottle with water, and blow hard (Fig. 59). Do you find that one stream of water is driven into your face and another out of the nozzle?
Experiment 43. Fun with a trick squirt bottle.
Now to have fun with your trick bottle, show it to one friend at a time. Do not ask him to try the bottle, just go where he can see you and squirt a long stream, but unknown to him have your finger over the hole below the bend.
Your friend will just naturally want to have a try at it. So you say “All right, let’s see who can squirt the longest stream.” Tell him that all he has to do is to take a deep breath and blow as hard as he can. He will do so, with laughable results (Fig. 60).
Now together find another friend. Do not ask him to blow, but each of you blow as long a stream as you can, where he can see you. He will beg to be allowed to try, and finally you let him, with the same laughable results.
Repeat with other friends.
Experiment 44. To make an engineer’s level.
You can make one form of engineer’s level (Fig. 61) as follows: Take a full length of No. 6 tubing, bend it up 4 inches at each end, smooth the ends, attach it to a small board, rest the board on a one-legged table, and you have a serviceable level (Fig. 62).
Fill the tube with water, shove the pointed end of the leg into the ground and sight along the outside of the upright tubes at the level of the water surfaces. The line along which you sight is exactly horizontal, because the water surfaces are at exactly the same level.
Experiment 45. To use the engineer’s level.
An engineer’s level is used to find the difference in level of two or more points (Fig. 63).
To practice using your level, find the difference in level of two points 100 feet apart on a road, sidewalk, or railroad.
To do this, you must first make what is called a leveling rod. Find a piece of wood about one or two inches square and six or more feet long, mark on it feet and inches, beginning at the bottom end, and your leveling rod is complete.
Now to find the difference in level of two points 100 feet apart, scratch a line or insert a small stake at one point, then pace off 100 feet and mark the second point. Now set up your level between the two points, ask a friend to hold the rod on the ground and upright, at the first point, sight along the water levels at the rod, and ask your friend to move his finger, or a white card, up and down until it is exactly in your line of sight. Now ask your friend to tell you exactly where his finger or card is and record this height. Let us suppose that it is 4 feet 6 inches above the ground. Now leave the level exactly where it is, ask your friend to hold the rod upright at the second point, and again sight along the water levels at the rod. Let us suppose that his finger or card is now exactly 3 feet above the ground.
The difference in level at the two points is 4 feet 6 inches minus 3 feet or 1 foot 6 inches. That is, the second point is 1½ feet above the first point or the grade is 1.5 feet in 100, or 1.5 per cent.
You can now mark a third point 100 feet beyond the second point, set up your level between the second point and third point, place the rod at the second point, then at the third point, and find their difference in level as above. If the third point is 1 foot above the second, the total rise in the 200 feet is 2½ feet; if, however, it is 1 foot below the second, the rise is 1½ minus 1 or ½ foot in the 200 feet.
You can repeat this with as many points as you please.
Experiment 46. To make a spirit level.
The spirit level (Fig. 64) is simply a curved glass tube filled with alcohol except for the bubble and closed at both ends. The curve of the tube is part of a circle.
Make a spirit level as follows: Take a piece of No. 4 tube about 7 inches long, heat a space about 3 inches long in the lamp flame, turn constantly, and when soft remove from the flame, hold both ends and allow the center to sink into a slight curve (1, Fig. 65).
Let the tube cool, mark the center of the curve with ink, and make marks 2 inches from the center on each side.
Hold the tube crosswise in the lamp flame, heat at one mark, draw down the tube and close it (2).
In a similar manner draw down the tube at the other mark but do not close it (3).
Let the tube cool and fill it with alcohol to the level shown in 4. To do this easily make the pipette (5), suck alcohol into it within about 1 inch of the top, put your finger over the top, insert the lower end of the pipette to the bottom of 4, and remove your finger.
Heat the small part of 4, without heating the alcohol, and close the tube (6). Now attach the level to a smooth board as 2 or 3, Fig. 66, mark the center of the bubble, and your spirit level is ready for use.
Experiment 47. To make a fountain-pen filler.
Attach a rubber coupling to the large end of one of your No. 4 nozzles, close the other end of the coupling with a glass plug, and your fountain-pen filler is made (Fig. 67).
To make the plug, close one end of a piece of No. 4 tubing, allow it to cool, cut off to a length of 1 inch and smooth the rough edges. Insert the closed end of this plug into the rubber coupling.
Practice using the filler by drawing up and shooting out water.
Experiment 48. To make a syringe.
Take a half length of No. 6 tube and smooth both ends in the lamp flame or blowpipe flame.
Now to make a plunger: Cut an 8½-inch length of No. 2. smooth one end, close the other end and blow a slight bulb. When cold, wet the closed end and insert it into a small wet rubber coupling.
=Note=: Always grasp a tube near the end when you insert it into a coupling or stopper, because if you hold it too far back you may break it. Insert it with a twisting motion, after wetting the end and the inside of the coupling or stopper.
Wet the inside of the large tube, wet the plunger and rub it on a cake of soap to make it slippery, then try it in the large tube. If the plunger is too large, stretch the coupling lengthwise; if it is too small, crowd the coupling together lengthwise. If the bulb is too large or too small, dry it, heat in the blowpipe flame until it shrinks, and blow another.
When the plunger is made, attach a No. 4 nozzle to the No. 6 tube with a large coupling, arrange as in Fig. 68, and your syringe is made.
Fill the large tube with water and see how long a stream you can make.
Experiment 49. To make another syringe.
Heat a piece of No. 6 in the blowpipe flame at a length of 7½ inches and draw it out into a nozzle; smooth the other end in the lamp flame. Use the same plunger as in Experiment 48, and your syringe is made (Fig. 69). Try it out with water.
Experiment 50. To make a third syringe.
Heat a piece of No. 6 tube in the blowpipe flame at a length of 7½ inches, draw it out, and close the end, then smooth the other end.
Now to make a plunger: Heat a piece of No. 2 tube 8½ inches from one end in the lamp flame, draw it out into a nozzle, and break it off, leaving a small hole at the end of the nozzle. Smooth the other end in the lamp flame, flare it out slightly, allow it to cool, dip it into water and insert it into a small wet coupling.
Now fill the large tube with water and insert the coupling plunger (Fig. 70). Do you get a fine long stream?
Experiment 51. To make a diablo whistle.
Use the No. 6 tube and the No. 2 plunger from Experiment 48, arrange as in Fig. 71, blow across the top, and move the plunger up and down. Do you get a most diabolical sound?
The sound is produced by the vibration of the air column between the top of the tube and the top of the plunger. Do you find that the pitch of the note is higher the shorter the air column?
Experiment 52. Fun with the diablo whistle.
Start with the air column long and blow the note, shorten it a little and blow the next note, continue, and try to blow the eight notes of an octave.
Try to play a tune.
Try to make the most weird sound you can.
Experiment 53. To join two tubes end to end.
Take a piece of No. 2 tube about 7 inches long, close one end, smooth the other, and when cool cut the tube at the middle.
Now join these two pieces as follows: Hold the ends opposite each other near the top of the lamp flame (Fig. 72), rotate constantly, and when nearly red hot bring the ends accurately together in the flame, press together slightly, draw out slightly, and remove from the flame.
The ends are now stuck together, but the glass is in a slight lump around the joint and if allowed to cool will crack very easily. It is necessary to work the glass back and forth to get rid of the lump and to make the glass uniform on both sides of the joint. Do this as follows: Heat one third of the joint in the blowpipe flame (Fig. 73), and when red hot blow a slight bulge. Now turn the joint one third, heat the next third red hot and blow a slight bulge. Repeat with the remaining third.
Now heat the first third again until it is red hot and shrinks, then blow a slight bulge again. Repeat this with the other two thirds.
Repeat this whole operation a third time and blow just enough to leave the joint the same size as the remainder of the tube or a little larger.
This heating and blowing has worked the joint back and forth until the glass is fairly uniform. It makes a strong joint.
Cut off the closed end and smooth the edge.
Repeat with a piece of No. 4 tube.
Experiment 54. To join tubes of different sizes.
Take a piece of No. 4 tubing about 3 inches long and close one end.
Take a piece of No. 6 tubing, attach a handle to one end, heat the No. 6 tube in the blowpipe flame about 1 inch from this end and draw it down to smaller size.
Break the small part at a point where it is about the size of the No. 4 tube. If the hole is too large, heat the edge until it is a little too small and flare it out with the flaring tool. If the hole is too small, heat the edge and flare it out.
Now heat the ends of both tubes (Fig. 74), and join them as described in the last experiment.
Repeat the operation of heating and blowing at least three times.
Join a No. 4 and a No. 2 tube in the same way.
Experiment 55. To make a large hole.
Take a piece of No. 4 tube about 6 inches long, close one end, smooth the other, and allow it to cool.