104. Al-Humazah/The Slanderer
I/We begin by the Blessed Name of Allah
The Immensely Merciful to all, The Infinitely Compassionate to everyone.
104:01
a. Woe to every slanderer and backbiter,
104:02
a. as also the one who amasses wealth without spending a part of it on charity, and keeps
adding and counting it over and over again,
104:03
a. thinking - in his ignorance - that his wealth will make him live forever.
104:04
a. Never!
b. It is not like what he thinks.
c. On the contrary, he will certainly be flung into the Crushing Fire - that which breaks its inmates to pieces.
104:05
a. And what may enable you to comprehend the Crushing Fire?
104:06
a. The Crushing Fire is Allah’s Fire, fiercely set ablaze,
104:07
a. which will leap up and penetrate deep into sinful peoples’ hearts and shall burn within as without.
104:08
a. It will definitely be closing upon them from all directions,
104:09
a. in towering and extending columns of flames.
Syncretic and shared religious spaces have long been perceived as reflections of tolerance. This does not imply that tolerance is completely liberated from multiple clashing components and the coexistence of interfaith practices do not suggest that hostility is entirely missing. In recent times, a transformation is taking place at the shared space of the Jhule Lal by the dominant religious group. However, there remains an appearance of tolerance at the shared space of the Jhule Lal among believers of both Islam and Hinduism, which blinds the observer of the deep internal contestation and process of transformation between both Sindhi Hindus and Sindhi Muslims who revere the same saint of the Jhule Lal. A syncretic space does not simply absorb different religious groups, and by studying the practices, rituals and interactions of the custodians, visitors and devotees at the shrine, this paper aims to unearth the processes through which shrine is contested in multiple identities, discourse (written, textual, verbal) authority, and belief systems.
Software Design Patterns have proven impact on an application and its development process. Their success in software development industry attracted mobile game designers and developers to use them in the context of mobile games. However, not enough research has been done in this regard. Different frameworks including Design Patterns have already been identified or proposed by professional game designers but they are not beneficial for game programmers. Thus we feel there is some deficiency of design patterns which would be useful for mobile game programmers. On the other hand, high level taxonomies can be adjuvant in proposing effective design patterns. Existing game taxonomies do not consider similarities and differences among different parts of a game which outline top-level structure. In this thesis, we propose a new taxonomy on basis of those similarities and differences. Then we devise a design pattern for each of five identified categories. These design patterns are, in true sense, programming patterns; they outline generic classes and interfaces which describe the top level structure of games. Thus game programmers, in addition to game designers, can directly benefit from them. We have considered Java ME for these design patterns but they can be adapted to any other platform. Four simple demo games are accompanying with this work which show how the proposed patterns can be used to develop new games.