CHAPTER TWO

Previous

In this last chapter will be given applications of the memory principles which have been made by students. Some will be helpful to you, others will suggest ideas which you can change and adapt to your own problems.

Value of Forgetting

Sometimes it is of as great value to be able to forget as it is to be able to remember. You have seen that each time you review a mental impression it becomes stronger and more deeply implanted in the brain. When using your Hitching Post for temporary purposes refuse to see the pictures after having used them, and your Hitching Posts will be free for filling any other information.

The unfortunate or embarrassing situations of life which you wish to eliminate from your mind can be forgotten by the same process. Each time you allow this circumstance to enter your mind you see again the conditions which you are trying to forget. This is just the thing you should not do. Each time you rehearse the subject you drive it deeper and deeper into your mind.To forget you must refuse to review or to revisualize. There must be an utter absence of this circumstance from your mind. This will require some determination upon your part, and a little application of WILL POWER, but it is not a difficult thing to accomplish. The best method of eliminating a troublesome thought is to fill your mind with a pleasant one. When there is a tendency to recall that which you wish to forget do not deny it, but rather begin immediately to think of something entirely different and keep your mind continuously upon the new thought and the old will be completely eliminated.

To Remember Playing Cards

Those who are interested in card playing will find in the following idea an excellent method of entertaining friends. It will also prove valuable in playing certain games, and above all, it is good practice for the development of your memory.

Remembering all the cards of a shuffled deck in proper order is an application of the Hitching Post idea and the Number Code. Have a word to represent each card in the deck, beginning with the first letter of the series and ending with the Code Letter for the number of the card. For example HEAD would represent 1 of Hearts, H for Heart, and D the Code Letter for 1.

In this way the 2 of Hearts would be represented by Honey; the word Hem would stand for the 3 of Hearts. The word Hero would stand for the 4 of Hearts.

In the same way a list of words may be made to represent the Spade cards, each word beginning with S to stand for the Spades, and ending in a letter of the number Code to represent the number of the card.

A similar list may be made for the Club cards, beginning with C for Clubs and for the Diamond cards beginning with D.

The following list of words has been prepared to cover the entire deck:

Card Words

Cards Spades Hearts Clubs Diamonds
Ace Seat Head Caddy Dad
2 Sun Honey Coon Dawn
3 Seam Hem Comb Dam
4 Soar Hero Cur Deer
5 Sail Heel Coal Duel
6 Sage Hash Cage Ditch
7 Sack Hog Cake Dyke
8 Safe Hive Cave Dive
9 Soup Hobo Cap Daub
10 Seeds Hods Cuts Deeds
J Statute Heated Cadet Dotted
Q Stein Hidden Cotton Detain
K Steam Hit'em Cut'em Daytime

By use of these words it is not difficult to take a deck of cards previously shuffled by some one, and to learn the position of each card in the pack. The first card will be represented by its corresponding word and visually associated with the first word of the Code List Tie. For example, the first card you find in the pack is the 6 of Hearts, which is represented by the word HASH, and you simply make a picture of a TIE & HASH.

The second card might be the 4 of Clubs, which is represented by the word Cur, and made into a picture with the second word of the Code List, Snow.

The third card might be the 3 of Spades, in which case you would make a picture of Home and SEAM.

In a similar manner proceed to make a visual picture for each card in the pack, as you come to it, with the following word of your Code List. Then when you have gone as far as you wish, pick up the cards, being careful to keep them in the order in which you have learned them, holding them with their backs to you and their faces to those who are watching. In order to name the first card simply recall your picture with Tie which will bring to mind the word HASH, which stands for the 6 of Hearts. The second card will be Snow and CUR for the 4 of Clubs. The third card will be Home and SEAM or the 3 of Spades.

With practice you will be able to take the fifty-two cards of the deck. At first it is advisable to take only twenty or twenty-five, so that you can recall your pictures soon after they have been made. The more cards you take, the stronger picture you must make to hold it accurately in mind without review.

When the Pictures Is Clear and Vivid the Memory Is Dependable.

Mastering Robert's Rules of Order

Everyone should be well posted regarding precedence of motion in Parliamentary Law. You may be called upon to decide such questions at any time. The worries of officiating in public will be reduced to a minimum if you will learn the proper sequence of motions through the following suggestions. It will require but a few minutes to do this. The following is a list of motions given in the order in which they take precedence. The motion which has precedence over all others is the motion, To Fix the Time to Adjourn, and is Number 1. The motion which takes precedence over all motions, except Number 1, is the motion, To Adjourn, and is Number 2.

Privileged Motions

1—To fix the time to adjourn (non-debatable).
2—To adjourn (non-debatable).
3—Questions of privilege (debatable).

Incidental Motions

4—Call for orders of day (non-debatable).
5—Appeal (debatable).
6—Objection (non-debatable).
7—To read paper (non-debatable).
8—Leave to withdraw motion (non-debatable).
9—To suspend the rules (non-debatable).

Subsidiary Motions

10—To lay on the table (non-debatable).
11—The previous question (non-debatable).
12—To postpone to a certain day (debatable).
13—To refer to committee (debatable).
14—To amend (debatable).
15—To postpone indefinitely (debatable).
16—Main or principal motion (debatable).

In order to learn the sequence, it is simply necessary to make a Reminder Picture of the motion, and Hitch it to the corresponding number, which of course, must be represented by the words in your Code List. For this purpose the following pictures are suggested, using the list of Code Words. The pictures given here are merely suggestions. Make any pictures which will serve to call the motion to mind.

1—TIE.—To Fix the Time to Adjourn.

See some men seated around a table playing a game of cards. The prize for the winner is a large red TIE lying on the table. One man points to the clock and says, "We will play until ten-thirty o'clock, and then go home." The TIE stands for 1, and the picture suggests fixing the time to adjourn.

2—SNOW.—To Adjourn.

See some people seated around a dinner table. Their attention is directed to the fact that it is snowing and they all rise and go home.3—HOME.—Questions of Privilege.

See some people leaving a meeting and starting HOME, other jumping up and objecting, raising the question of their privilege to leave.

4—WIRE.—Call for Orders of Day.

See a messenger boy all bound up with WIRE, calling the orders of the day.

5—WHEEL.—Appeal.

See a man waving a WHEEL to gain attention and calling for an appeal.

6—SASH.—Objection to the Consideration of the Question.

See a member of the assembly pulling another away by a SASH, to keep him from getting a chance to ask a question which he wishes to have considered. The first man objects to the consideration of the second man's question.

7—EGG.—The Reading of Papers.

See an officer taking the papers out of a large EGG shell and reading them.

8—IVY.—Leave to Withdraw Motion.

See a man reaching over with a piece of IVY and trying to get a copy of the motion off from the desk.

9—WHIP.—To Suspend the Rules.

See a WHIP dangling a ruler suspended at its end.

10—TOES.—To Lay on the Table.

See a member come up and put his TOES on the table.11—DOT.—The Previous Question.

See a man trying to cover the previous question with a large DOT.

12—TOWN.—To Postpone to a Certain Day.

See a town with posters all over it, with a large date referring to a day set for meeting.

13—DIME.—To Refer to Committee.

See a committee standing up in line and a large dime being handed to them.

14—DEER.—To Amend.

See some hunters trying to mend the DEERS antlers.

15—TOWEL.—To Postpone Indefinitely.

A TOWEL is rolled up and placed on a high shelf, its use is indefinitely postponed.

16—DISH.—The main or Principal Question.

See a large DISH carried in and put in the middle of the table, indicating that it is the principal dish.

The question of whether or not these motions are debatable is an important one. You will notice that each question is marked "debatable" or "non-debatable." The easiest way to fix this in mind is to take them in groups. Notice that the motions from 1 to 11 are non-debatable, and that the motions from 12 to 16 are debatable.

The exceptions to this fact are the motions 3 and 5 which are debatable. In our Number Code M stands for 3 and L for 5, represent the motions 3 and 5, by M and L, made into the word MULE. These are debatable, or can be "kicked" about, which idea is easily associated with MULE. This will always keep in mind that the only debatable motions of the first set are the motions Mule.

Another question is, which motions require a two-thirds vote to carry? They are the motions 6, 9 and 11. These three Numbers are represented by the words SASH, WHIP and DOT, which can easily be fixed in mind.

Whether the motion, TO LAY ON THE TABLE, or the motion, TO SUSPEND RULES, should have precedence can be decided by referring to your pictures. To suspend the Rules brings the picture of the Whip Suspending the Ruler from a string. To lay on the Table brings the picture of a man putting his Toes on the Table. Whip is 9 and Toes is 10, therefore you know that to Suspend the Rule has the precedence.

Aids for Bible Students

Many very helpful ideas for Bible study may be worked out by combining the different principles you have been studying in memory development. The whole Bible can become one great, moving Panorama. The picture can contain all the detail which you wish to remember.

The More Detail the Picture, the More Complete and Accurate Your Memory.

Books of the Old Testament

The following Reminder Picture story will aid in learning the sequence of the books of the Old Testament.

Genesis asked to leave a number of duties
Genesis Exodus Leviticus Numbers Deuteronomy
And for Joshua to Judge Ruth. Samuel saw Saul
Joshua Judges Ruth 1 Samuel 2 Samuel
First and Second Kings Chronicle a crisis for Ezra
1 and 2 Kings 1 Chronicle 2 Chronicles Ezra
Nehemiah. Esther's Job with Psalms and Proverbs is to
Nehemiah Esther Job Psalms Proverbs
equalize the Songs of Solomon for Isaiah and Jeremiah.
Ecclesiastes Song of Solomon Isaiah Jeremiah.
The lamentations of Ezekiel dared Hosea and Joel
Lamentations Ezekiel Daniel Hosea Joel
to be a most Obedient Jonah. Micah and Nahum
Amos Obadiah Jonah Micah Nahum
had a cook Zephaniah haggard from carrying a
Habakkuk Zephaniah Haggai
sack of rye a mile.
Zechariah Malachi.

New Testament

The following story will help in learning the books of the New Testament.

Matthew and Mark like the way John acts
Matthew Mark Luke John Acts
with Romans and one or two Corinthians. The
Romans 1 and 2 Corinthians
Galatians at Ephesus fill a Colossal
Galatians Ephesians Philippians Colossians
first and second thesis two times.
1 and 2 Thessalonians 1 & 2 Timothy
When Titus follows men He brews Games for two
Titus Philemon Hebrews James 1 & 2.
Peters, three Johns and Jude's relation.
Peter 1,2,3 John Jude Revelation.

Location of Passage

The location of a verse can be fixed in mind by the use of Reminders and the Number Code. For example, remember the idea, "THE APOSTLES MADE A DOZEN." In this sentence "made" stands for Matthew, "dozen" stands for 10 and 2; or the Apostles are named in Matthew 10:2.

The names of the Apostles can be easily remembered by the following Reminder Story:

Peter and James join Philip Bartholomew
Peter Andrew James John Philip Bartholomew
to make Matthew James Thaddeus Zion's Justice.
Thomas Matthew James Thaddeus Simon Judas.

To remember where to find the Ten Commandments remember the two words "Extra Nice." Extra is a reminder for Exodus and Nice stands for 20th Chapter.

The story of the Prodigal Son found in the 15th Chapter of Luke is easily remembered by the idea, "PRODIGAL SON LOOK DAILY." Look is a reminder for Luke, and Daily stands for 15th Chapter.The idea that the fond father looked daily for the Prodigal Son will be easily remembered.

Rhyme Often Helpful

In every case possible take advantage of the fact that rhyme is easy to remember. There are many examples of this fact which have aided you in the past, as for example:

"Thirty days has September,
April, June and November," etc.

There are many other common examples. The following is a good illustration of how information can be arranged in rhyme and thus aid materially in fixing it in mind.

Grammar by Rhyme

Three little words you often see
Are Articles A, AN, THE.
A Noun's the name of anything.
As SCHOOL or GARDEN, HOOP or SWING.
Adjectives tell the kind of noun,
As GREAT, SMALL, PRETTY, WHITE or BROWN.
Instead of nouns the Pronouns stand:
HIS head, HER face, YOUR army, MY hand.
Verbs tell something to be done:
To READ, COUNT, LAUGH, SING, JUMP or RUN.
How things are done the Adverbs tell:
As SLOWLY, QUICKLY, ILL or WELL.

Conjunctions join the words together,
As men AND women, wind OR weather.
The Preposition stands before
The noun, as IN or THROUGH the door.
The Interjection shows surprise,
As OH! How pretty! AH! How wise!
The whole are called nine parts of speech
Which reading, writing, speaking teach.

Learning the Telegraphic Code

An interesting and valuable application of the A, B, C, Hitching Posts and Visualization is made on the following pages as a basis of learning the International Code as used by the army and navy.

Many persons have learned the code in a few hours by this method, where it has taken days to master it by repetition. The Morse Code has only a few changes and can be learned by the same plan.

The Code in Pyramid Signal Form

1 2 3 4
E. T_ R._. K_._
I.. M_ _ L._.. Y_._ _
S... O_ _ _ P. _ _. C_._.
H.... X_.._
A._ N_. U.._ G_ _.
W._ _ D_.. F.._. Z_ _..
J._ _ _ B_... V..._ Q_ _._

Note the Pyramid arrangement of the signals in groups of three and four. Also note that the signals in columns 1 and 3 begin with DOTS, and those in columns 2 and 4 begin with DASHES. Note that the signals in the adjacent columns are opposite. A is ._; opposite in the adjacent column is _. N.

Learn the signals in groups as arranged.

As it is more difficult to translate from signal to letter, the following instructions are based upon learning from signal to letter. To learn in this manner will shorten the time necessary in becoming able to "receive" messages. Follow the instructions closely.

How to Learn the Code

Each DOT or DASH of the signal is to be represented by an object which you can see or visualize. The alphabet letter is represented by an Object beginning with that letter.

The signal objects and the letter objects are then grouped into a picture. This picture visualized and reviewed a few times can easily be recalled either from letter to signal, or from signal to letter.

In all signals beginning with a DOT or DOTS, the dots are represented by big Yellow Oranges and the dashes by thick board Planks.

In all signals beginning with a DASH or DASHES, the dashes are represented by Baseball Bats, and the dots by big red Apples.

Picture Illustration

A in this picture is represented by an ANT. The dot is represented by an ORANGE on which the PLANK is resting, the plank represents the dash. Down the plank walks the Ant. See the picture and the motion of the Ant walking on the plank. See all pictures large in size and in motion. To close your eyes will help you to see the picture clearly. In each case make a large Moving Cartoon of the objects. Review by seeing the same picture each time.

ANT—ORANGE—PLANK, ._ is A.

B is Honey Bee, with a BAT (dash) batting three APPLES (dots) along the ground. See the BEE—BAT—APPLE—APPLE—APPLE. _... is B.

C is a Cannon out of which is being shot a BAT (dash), an APPLE (dot), a BAT (dash) and an APPLE (dot). See the CANNON—BAT—APPLE—BAT—APPLE. _._. is C.

In the same manner see clearly the pictures described for the code signals following.

. E, an Orange balanced on the smokestack of an Engine, . is E.

.. I, two Oranges rolled at an Ink bottle. See ink spilled on the oranges, .. is I.

... S, three Oranges sticking in a Snowdrift. See bright yellow oranges, ... is S.

.... H, four Oranges, one between each of the fingers of your Hand, .... is H.

._ A, an Orange, a Plank, and an Ant, as pictured above.

._ _ W, an Orange with two Planks leaning on it, a Wolf runs up one plank and down the other, ._ _ is W.

._ _ _ J, a Jockey picks up a big yellow Orange and carries it across the street by walking upon three Planks laid zig-zag, ._ _ _ is J.

._. R, an Orange on each end of a Plank, a Rat is carrying the Plank in his mouth, ._. is R.

._.. L, an Orange on the left end of a Plank and two Oranges on the other end, all are balanced on the back of a lamb, ._.. is L.

._ _. P, an Orange placed on the ground by a Pig, he then walks across two Planks and places an Orange at the other end, ._ _. is P.

.._ U, two Oranges floating on the sea, up comes a U-boat, pushes them apart and crashes into a Plank, .._ is U.

.._. F, two Oranges left on the end of a Plank and one on the other end, a Fire burns the Plank in two, see the Oranges roll into the Fire, .. _. is F.

(Note the difference in location of the two oranges in L and F.)

..._ V, three Oranges hanging on a Vine, you take a Plank and knock them off, ..._ is V.

_ T, a Bat used for pounding Tea leaves, _ is T.

_ _ M, two Bats being swung in the air by a wild Monkey, _ _ is M.

_ _ _ O, three Bats stacked on end, along comes an Owl and carries them away, _ _ _ is O.

_. N, a Bat being used to knock an Apple from a tree by a Nun, _. is N.

_.. D, a Bat used to bat two Apples against a Door, _.. is D.

_... B, a Bat and three Apples pictured with a Bee, as given above, _... is B.

_._ K, a Bat sticking on one side of a Kettle and a big Apple between it and another Bat on the other side of the kettle, _._ is K.

_._ _ Y, a Bat used to bat an Apple into the YMCA hut, two fellows inside pick up two more Bats and swing at the Apple as it passes, _._ _ is Y.

_._. C, a Bat, an Apple, a Bat and an Apple, pictured with a Cannon above, _._. is C.

_.._ X, a Bat, two Apples and a Bat laid out upon a table to be photographed by an X-Ray machine, _.._ is X.

_ _. G, two Bats leaning together with an Apple placed on top, along comes a Goose and grabs the Apple, _ _. is G.

_ _.. Z, two Bats with two Apples tied on the other end and swung over the back of a Zebra, the Bats on one side, the Apples on the other, _ _.. is Z.

_ _._ Q, two Bats and an Apple roll into a Quilt and swung on the end of another Bat to carry over your shoulder, _ _._ is Q.

Go over the pictures a section at a time as pyramided. See them in large size and in motion. Do this several times. Have some one call the signal to you. See the ORANGES and PLANKS, or the BATS and APPLES and the picture they form. The object pictured with them brings the corresponding letter to you.

Note that all signals beginning with a DOT are pictured with ORANGES and PLANKS. All signals beginning with a DASH are pictured with BATS and APPLES.

By this simple method you are guided at once to your picture. When this signal is given .._ at once you know it is two oranges and a plank. This brings the picture of the U-boat dashing between the oranges and striking the plank. After a few repetitions the process will become instantaneous.

Go over the alphabet forward and backward and in each case SEEING and speaking the object used to represent the letter. Thus:

A—Ant H—Hand O—Owl U—U-Boat
B—Bee I—Ink P—Pig V—Vine
C—Cannon J—Jockey Q—Quilt W—Wolf
D—Door K—Kettle R—Rat X—X-Ray
E—Engine L—Lamb S—Snow Y—YMCA
F—Fire M—Monkey T—Tea Z—Zebra
G—Goose N—Nun

For practice go over the alphabet and see the object and picture of the signal. Thus, A is Ant, see the ant walking down the plank which is resting on the orange. Repeat the signal A ._ Orange, Plank. Do this a few times till all pictures are clear and come quickly.

Let all your alphabetical practice be by seeing the picture and speaking the signal. Thus, A, see the picture and speak the signal, Dot, Dash.

See to it that most of your practice is from signal to letter. This is "receiving" and requires the most practice.

In your odd moments go over signals, thus, _ _._ two bats, an apple and a bat (wrapped in a Quilt) Q.

._ _ an orange and two planks (the Wolf walks over) W.

Pictures insure accuracy, depend upon the picture. Practice is the only possible method for developing speed.

The Knight's Tour

Chess players find a great deal of interest and amusement in being able to remember the moves necessarily made by the Knight in touring the board, stopping once on each square, and never more than once on any square.

One of our great mathematicians put in a great deal of time working out the proper moves of the Knight in touring the board in this manner. It is a simple matter for the memory student to keep in mind the necessary moves in their proper order. This would be an almost impossible feat without the aid of your number code, as there are sixty-four different moves to be made by the Knight in this tour.

The problem is to call from memory each move of the Knight, beginning either at square No. 1, or in fact any square of the board. Notice that the squares are numbered from 1 to 64, each row of squares always numbering from left to right. The following cut illustrates the method of moves. The Knight always moves two squares in one direction, and one in the other, indicated by a diagonal line drawn from 1 to 11, and from 11 to 5. Thus you will see, beginning with square No. 1 that the move of the Knight will be as follows:

1, 11, 5, 15, 32, 47, 64, 54, 60, 50, 35, 41, 26, 9, 3, 13, 7, 24, 39, 56, 62, 45, 30, 20, 37, 22, 28, 38, 21, 36, 19, 25, 10, 4, 14, 8, 23, 40, 55, 61, 51, 57, 42, 59, 53, 63, 48, 31, 16, 6, 12, 2, 17, 34, 49, 43, 58, 52, 46, 29, 44, 27, 33, 18 and back to 1.

To remember these moves in their proper order is an excellent application of the Hitching Post idea, and use of the Code List representing the moves in consecutive order as 1, 2, 3, 4, etc., and any word with it that will represent the number of the square to which the Knight is to move. The list following begins with the first square as the starting place:

Tie and Hut Town and Riot
Snow and Dude Dime and Hinge
Home and Owl Deer and Ape
Wire and Doll Towel and Ham
Wheel and Maine Ditch and Team
Sash and Rug Duck and Oak
Egg and Cherry Taffy and Snare
Ivy and Lawyer Depot and Imp
Whip and Chess Nose and Latch
Toes and Lace Net and China
Dot and Mill Nun and Reel

Follow on through the sixty-four moves using the code words for the sequence of the move and any words you wish that stand for the number of the squares on the board.

When you have pictured all the objects together, the first object will keep the sequence of the moves clearly in mind, and the second will reveal the number of the square to which the Knight is to move. You can very quickly go over the pictures and give the moves of the Knight. The first move, Tie, begins with Hut or square No. 1. The second move, Snow, is Dude or square 11; the third move, Home, is Owl, or square 5; the fourth move, Wire, is Doll, or square 15; the fifth move, Wheel, is Maine, or square 32. Each move is represented by the picture which you have with the succeeding word of your code list.

As soon as you are familiar with these pictures you can begin with any square designated. If you are asked to begin with square 24 you know that 24 is Snare, which is pictured with Taffy. Taffy is 18, so you begin with the 18th move.

Knight's Tour by Story

Another method of following the Knight's tour is to learn the following story, the words of which are based upon the Number Code, each word giving the number of the square to which the Knight should move next. The story begins with the square 1. After you have learned the story, go over it and instead of saying the words, speak the number of the square as represented by the word of the story. This first sentence is an example: The TIDE IS LOW, a TALL MAN is ROWING. These words represent the following figures: 1, 11, 5, 15, 32, 47.

First learn the story, then practice until you are able to go over the whole thing and speak the figures 1, 11, 5, etc. After you are thoroughly acquainted with the number values of the words you can allow the persons looking on to select any square on the board as the starting place. For instance, if square 32 should be selected you would know that the word MAN stands for 32, and so you would begin with MAN. The next move would be the next word, ROWING (47), and so on through the story. When you come to the end of the story you must go back to the beginning and work forward to the word MAN, so as to cover the entire board.

To learn the Knight's tour is excellent training, and gives you an excellent method of entertaining your friends, as they will scarcely believe it possible that you can remember the 64 moves without error.

The Story for the Knight's Tour

The Tide is Low a Tall Man is Rowing. A Cheery
1 11 5 15 32 47 64
Lawyer Chose Lazy Mollie Reed. A Hinge By My Team.
54 60 50 35 41 26 9 3 13
A Key Near a Mop. A Slouchy Jane Roll a Mouse to a
7 24 39 56 62 45 30
Nice Meek Nun. Knave Move Not so Much Stop as a
20 37 22 28 38 21 36 19
Snail Does. Her Dear Foe Nome, Rose Slyly Shot Lead
25 10 4 14 8 23 40 55 61 51
Like Rainy Slop. A Lame Chum Arrive Mad as Dutch.
57 42 59 53 63 48 31 16
Joe Dine Now, Take More Ripe Rum. A Live Lion Rush
6 12 2 27 34 49 43 58 52 46
a Snob. Warrior Sneak Mama a Dove.
29 44 27 33 18

A Last Word

"Memory is the foundation without which there can be no structure of knowledge." On the other hand, there can be a good foundation and very little structure. The story is told of a fool who was placed under the charge of a country clergyman. The young fellow would sit in church on the Sabbath and was able to remember almost every word of the sermon. He could tell afterwards, where every one sat, and what they wore, but he was good for very little of anything else.

A reporter in the House of Commons could sit for hours without taking notes and write the full speeches for his paper, but he had very poor judgment and was an utter failure in life.

Do not neglect the development of your memory, but do not go to the extreme, so that you neglect other factors of mentality and character. Strive always to gain a fully rounded education and development. Develop the Common Senses; make them keen, alert and useful, and you will not lack in Common Sense.

Great buildings, great characters, great minds and great memories are not built in a day. But a few minutes a day of persistent effort will win. In the words of Michael Angelo:

"Trifles make perfection, but perfection is no trifle."


TRANSCRIBER'S NOTES:

There are inconsistencies in the Table of Contents regarding chapters and sections, as well as incorrect page references. The Table of Contents is presented as it appears in the original with page references corrected.
Obvious spelling and punctuation errors have been standardized.





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