Seed priming is used to regulate germination and manages the seed moisture and temperature, and for this purpose, the seed is taken in the first biochemical processes at early stages of germination and is an important process to develop food crops with enhanced nutritional values. Momordica charantia is an economically important medicinal plant reported for a range of pharmaceutical and pharmacological properties. In this study, some priming treatments with optimized conditions were applied such as physical priming (50 mT/5 mm/5sec, 100 mT/5 mm/5sec, 150 mT/5 mm/5sec), bio priming with bacterial strain FD17 (24 hours, 48 hours and 72 hours), amino acids treatment (tyrosine 0.1%, 0.2% and 0.3% solution) and chemical priming with zinc sulphate (0.1%, 0.2% and 0.3% solution) to M. charantia seeds. M. charantia seeds primed with treatments, control primed and hydro primed (control with water). Plants were grown in natural environmental conditions in the field. All treatments were compared for their impacts on plant growth. To improve seedling, parameters with the help of seed priming with different priming treatments such as magnetic, bacterial, tyrosine and ZnSO4 which are cost-effective, economic, non-toxic and eco-friendly sources were also applied. All applications enhanced fruit metabolizable energy, total soluble sugars, and proteins. With minor variations, free amino acids and peroxidase activity were also improved in treated plants. Other nutritive components if not improved even showed maintenance in fruits of treated plants indicating that no treatment was with any dire risk of nutritive loss. Antiglycation activity was improved in tyrosine and bacterial strain FD17 treatment. Further, the antiglycation potential of tyrosine treated plants showed a direct correlation with vanillic acid, ferulic acid, syringic acid and sinapic acid. Whereas, FD17 primed plants for their antiglycation ability were directly correlated with coumaric acid and chlorogenic acid. Expression of a hypoglycemic polypeptide-P from treated samples was checked through quantitative Real-Time PCR (RT-qPCR) and found maximum in FD17 treated sample.
محمد فاروق نعمانی افسوس ہے کہ ۲۶ و ۲۷؍ اپریل کی درمیانی شب میں جناب محمد فاروق نعمانی نے الٰہ آباد میں داعی اجل کو لبیک کہا، وہ مولانا شبلی کے برادر زادہ اور مولوی محمد اسحق صاحب وکیل ہائی کورٹ کے صاحبزادے تھے، جو اعظم گڑھ میں مولانا کے علمی و تعلیمی اور خاندانی جائداد اور زمینداری کے کاموں میں ان کے خاص دست و بازو تھے، ان کے انتقال پر مولانا نے ایسا پُر درد مرثیہ لکھا جو اردو کی عزائیہ شاعری میں بے مثال ہے، فاروق صاحب اس وقت کم سن تھے، اس کی طرف مولانا نے اس شعر میں اشارہ کیا ہے۔ لاڈلے ہیں کہ کسی اور کے بس کے بھی نہیں اس کے بچے ابھی سات آٹھ برس کے بھی نہیں فاروق صاحب شبلی کالج کے پرجوش اور سرگرم ممبر تھے، دارالمصنفین سے بھی ان کو گہرا اور جذباتی تعلق تھا، یہاں کی دعوتوں اور مجلسوں میں شریک رہتے، صوم و صلوٰۃ کے پابند تھے، لاگ لپیٹ ان کو نہیں آتا تھا۔ اﷲ تعالیٰ مغفرت فرمائے اور پس ماندگان کو صبر جمیل عطا کرے، آمین۔ (ضیاء الدین اصلاحی۔ مئی ۱۹۹۷ء)
Computers are increasingly a part of pre-schoolers to professional lives. The use of multimedia in education has significantly changed people’s learning processes. Computer technology holds promise for improving student performance and quality of teaching education program at all levels. Today, development has been rapid and technology has been acknowledged as an additional teaching tool. Results from a number of research studies indicate that appropriately designed multimedia instruction enhances students’ learning performance in mathematics, and literacy. The purpose of the present paper was to discuss research avenues employing computers as a learning tool and to analyse the results obtained by this method at the pre-schoolers learning level.
With the advancement in technology and decrease in prices of electronic items, Personal Computers (PCs) are becoming common. This has resulted in PCs replacing many other electronic gadgets (televisions, play stations, etc.), as people are inclined to use televisions and play stations in their PCs through software. Games are not an exception from this electronic advancement. All this has increased the number of choices in computer games for the users. At the same time the quality of entertainment provided by these games has also decreased due to abundance of games in the market for PCs. On the other hand the task of game development for the developers is becoming tiresome, which requires scripting the game, modeling its contents and other such activities. Still it cannot be known how much the developed game is entertaining for the end users, as entertainment is a subjective term. Another issue from the point of view of game developers is the constant need of writing new games, requiring investment both in terms of time and resources. In order to address afore mentioned challenges (measuring of entertainment and automated generation of games). First task is to devise some metrics that can quantify the entertainment value of a game. Although creating a single quantitative measure for all genres of games is not trivial, but a separate metrics for each can be devised. Based upon the entertainment metrics some computational intelligence techniques can be used to create new and entertaining games. In this work we create a set of metrics for measuring entertainment in computer games. The genres we address are board based games and video games (predator/prey and platform games). The metrics are based theories of entertainment in computer games, taken from literature. Further we use Evolutionary Algorithm (EA) to generate new and entertaining games using the proposed entertainment metrics as the fitness function. The EA starts with a randomly initialized set of population and using genetic operators (guided by the proposed entertainment metrics) we reach a final set of population that is optimized against entertainment. For the purpose of verifying the entertainment value of the evolved games with that of the human we conduct a human user survey and experiment using the controller learning ability.