زاہدہؔ صدیقی
زاہدہؔ صدیقی(۱۹۴۷ء پ) کا قلمی نام زاہدہؔ ہے۔ آپ برہان پور پسرور میں پیدا ہوئیں۔ آپ معروف شاعر حفیظ صدیقی کی حقیقی بہن ہیں۔ آپ کا ابتدائی کلام ماہنامہ ’’تحریریں‘‘ میں چھپتا رہا۔ آپ ’’تحریریں‘‘ کی مدیر بھی رہیں۔ زاہدہؔ کے دو اردو شعری مجموعے ’’جاگتی آنکھوں کے خواب ‘‘اور ’’دعائوں کا سائبان‘‘ شائع ہو چکے ہیں۔ اردو کے علاوہ آپ کے دو پنجابی شعری مجموعے بھی طبع ہو چکے ہیں۔(۹۹۴)
زاہدہ صدیقی نے اپنی شاعری میں اپنی ذات کو عالمِ نسوانی کے ایک فرد کی علامت کی صورت میں پیش کیا ہے۔ ان کی شاعری اس لحاظ سے بہت خوشگوار ہے کہ انھوں نے اپنی ذات کو اپنے لیے مجلس نہیں بنایا بلکہ اس کی فصیلیں گرادی ہیں۔ اور اپنی شاعری کے ذریعے نوجوان شعرا کو تازہ ہوا اور کھلی دھوپ سے فیض ہو نے کا درس دیا ہے۔ رجائیت ،رومانیت اور عشقِ حقیقی زاہدہؔ کی شاعری کی خصوصیات ہیں ۔ ا س حوالے سے کچھ اشعار ملاحظہ ہوں:
ایک احساس
صبحِ اُمید کی جس کرن کے لیے
ہم سے پہلے بھی کچھ لوگ
تاریک راہوں پہ چلتے رہے
آج ہم بھی
انھی تیرہ و تار راہوں پر چلتے ہوئے
سوچتے ہیں
کہ شاید
کسی روز اپنا مقدر بنے
صبح اُمید کی وہ کرن
جو ابھی تک
نگاہوں سے مستور ہے(۹۹۵)
جاگتی آنکھوں کا خواب
زندگی
اک جاگتی آنکھوں کا خواب
خواب جو دیکھا نہ پہچانا گیا
ایک ساعت
آدمی کو اس کے ہونے کا یقین
دوسری ساعت
بکھر جائے فضائوں میں کہیں
اک دریدہ لباس آوازِ جرس
جیسے اس کی کوئی منزل ہی نہیں (۹۹۶)
ترا خیال اُتارے دل و نظر کا غبار
ہر اک بجھی ہوئی صورت نکھر بھی سکتی ہے
ہیں لا علاج سبھی دکھ مگر ہے دل کو یقین
تری...
The central theme of this research is to explore the effectiveness of prisons staff in the reintegration of the prisoners with specific focus on Khyber-Pakhtunkhwa (Pakistan) jails. Mixed method was adopted to carry out the study. Seven high-profile jails within Khyber-Pakhtunkhwa province of Pakistan, one jail each, in all the seven administrative divisions, were purposively selected. Of all 277 respondents, 250 comprised of jail inmates (under trial and convicted adults and juveniles male prisoners) were randomly selected within the seven jails of the province and interviewed through semi-structured questionnaire. The remaining 27 respondents, purposively selected and interviewed through interview-guide included judges, lawyers, jail officials, human right activists and ex-prisoners. Further, One focus group discussion was arranged to gain more deep insight into the phenomenon in question. Concurrent triangulation strategy was adopted for the collection and analysis of data. It was found that prison staff in Pakistan is characterized by lack of will and skill to transform prisons into correction institutions. Their involvement in torturing the inmates, providing them proscribed stuff, sexual assaults on the prisoners, taking bribery for extending legal and illegal favors etc is deeply-seated within the Khyber-Pakhtunkhwa prisons. Providing best trainings to the prisons’ staff considering modern-day needs, their salaries increase along with sound service structure, meritorious selection, transfer and up-gradation of the prisons’ employees, recruitment of the needed staff to bridge the staff-inmate huge gape and ensuring the effective accountability system of prisons are the suggested measures to overcome the problem at hand.
Software effort, schedule and cost estimation have the highest utility at the time of inception. Since software size is one of the most important determinants of software effort (and hence cost), it is extremely beneficial to estimate size early. This early estimation of size is likely to result in better planning for projects dealing with the development of software games. Existing literature in this field contains a lot of work on software sizing for traditional software. Size estimation of software games, however, is not explored. This research addresses this gap by focusing on the size estimation of desktop based software games belonging to “board-games” category. A dataset comprising of open source board-based software desktop games is used to calibrate this size estimation model. After short listing potential predictors of software size for this sub-domain and providing definitions of them, forward step wise multiple linear regression (MLR) is used for model fitting. Results obtained show that our size estimation has reasonably better estimation accuracy as indicated by the coefficient of determination i.e. the adjusted R2 of our final model as 0.914. Mean magnitude of relative error (MMRE) is 0.24, PRED(25) is 75% and MdMRE is 0.18. Our model is validated using K-fold cross validation (K=5) and the results are very promising. Results of Kfold validation depict that the average value of PRED(25) is 72%, average MMRE is 0.23 and average MMRE is 0.18. MMER, MBRE and MIBRE are also used to assess accuracy of our model and the results obtained are up to the mark. We used object-oriented CK design metrics for the comparison of our model. Using CK metrics, another data set is formulated for the board-based software games and size estimation model is built. SLR and MLR are applied over the same data set of board games for model fitting and results are obtained. The adjusted R2 of the model obtained by using CK metrics is 0.75. Kfold validation is applied to validate the model with K=5. Comparing the results of MMRE, PRED(25), MdMRE, MMER. MBRE and MIBRE of the model obtained via CK metrics with our model show that our size estimation model has reasonable better estimation accuracy then the model built with CK metrics and hence our model can be used as a size estimation model for boardxviii based software games. The utility of this size estimation model is also demonstrated by presenting a worked-out game size estimation example followed by some size-related what-if analyses. By providing a reasonably accurate estimate of software size early in the life cycle, our model makes it easier and simpler to plan and manage the development of open source board-based software games.