annotate src/video/math_private.h @ 4167:a6f635e5eaa6 SDL-1.2

Fixed bug #611 From Tim Angus 2008-08-12 11:18:06 I'm one of the maintainers of ioquake3.org, an updated version of the Quake 3 engine. Relatively recently, we moved ioq3 to use SDL as a replacement for 95% of the platform specific code that was there. On the whole it's doing a great job but unfortunately since the move we've been getting complaints about the quality of the mouse input on the Windows platform to the point where for many the game is unplayable. Put in other terms, the current stable SDL 1.2 is basically not fit for purpose if you need high quality mouse input as you do in a first person shooter. Over the weekend I decided to pull my finger out and actually figure out what's going on. There are basically two major problems. Firstly, when using the "windib" driver, mouse input is gathered via the WM_MOUSEMOVE message. Googling for this indicates that often this is known to result in "spurious" and/or "missing" mouse movement events; this is the primary cause of the poor mouse input. The second problem is that the "directx" driver does not work at all in combination with OpenGL meaning that you can't use DirectInput if your application also uses OpenGL. In other words you're locked into using the "windib" driver and its poor mouse input. In order to address these problems I've done the following: * Remove WM_MOUSEMOVE based motion event generation and replace with calls to GetCursorPos which seems much more reliable. In order to achieve this I've moved mouse motion out into a separate function that is called once per DIB_PumpEvents. * Remove the restriction on the "directx" driver being inoperable in combination with OpenGL. There is a bug for this issues that I've hijacked to a certain extent (http://bugzilla.libsdl.org/show_bug.cgi?id=265). I'm the first to admit I don't really understand why this restriction is there in the first place. The commit message for the bug fix that introduced this restriction (r581) isn't very elaborate and I couldn't see any other bug tracking the issue. If anyone has more information on the bug that was avoided by r581 it would be helpful as I/someone could then look into addressing the problem without disabling the "directx" driver. * I've also removed the restriction on not being allowed to use DirectInput in windowed mode. I couldn't see any reason for this, at least not from our perspective. I have my suspicions that it'll be something like matching up the cursor with the mouse coordinates... * I bumped up the DirectInput API used to version 7 in order to get access to mouse buttons 4-7. I've had to inject a little bit of the DX7 headers into SDL there as the MinGW ones aren't up to date in this respect.
author Sam Lantinga <slouken@libsdl.org>
date Thu, 02 Apr 2009 04:43:36 +0000
parents 7a610f25c12f
children 782fd950bd46
rev   line source
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1 /*
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2 * ====================================================
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3 * Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
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4 *
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5 * Developed at SunPro, a Sun Microsystems, Inc. business.
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6 * Permission to use, copy, modify, and distribute this
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7 * software is freely granted, provided that this notice
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8 * is preserved.
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9 * ====================================================
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10 */
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11
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12 /*
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13 * from: @(#)fdlibm.h 5.1 93/09/24
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14 * $Id$
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15 */
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16
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17 #ifndef _MATH_PRIVATE_H_
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18 #define _MATH_PRIVATE_H_
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19
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20 #include "SDL_name.h"
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21 #include "SDL_endian.h"
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22
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2eed9997bd24 G:\SDL-12-CVS\src\video\math_private.h(171) : error C4226:
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23 #define huge really_big /* huge is a reserved keyword in VC++ 6.0 */
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19418e4422cb New configure-based build system. Still work in progress, but much improved
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24 #define u_int32_t uint32_t
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25
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26 /* The original fdlibm code used statements like:
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27 n0 = ((*(int*)&one)>>29)^1; * index of high word *
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28 ix0 = *(n0+(int*)&x); * high word of x *
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29 ix1 = *((1-n0)+(int*)&x); * low word of x *
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30 to dig two 32 bit words out of the 64 bit IEEE floating point
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31 value. That is non-ANSI, and, moreover, the gcc instruction
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32 scheduler gets it wrong. We instead use the following macros.
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33 Unlike the original code, we determine the endianness at compile
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34 time, not at run time; I don't see much benefit to selecting
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35 endianness at run time. */
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36
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37 /* A union which permits us to convert between a double and two 32 bit
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38 ints. */
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39
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40 /*
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41 * Math on arm is special:
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42 * For FPA, float words are always big-endian.
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43 * For VFP, floats words follow the memory system mode.
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44 */
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45
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46 #if (SDL_BYTEORDER == SDL_BIG_ENDIAN) || \
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47 (!defined(__VFP_FP__) && (defined(__arm__) || defined(__thumb__)))
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48
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49 typedef union
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50 {
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51 double value;
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52 struct
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53 {
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54 u_int32_t msw;
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55 u_int32_t lsw;
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56 } parts;
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57 } ieee_double_shape_type;
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58
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59 #else
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60
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61 typedef union
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62 {
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63 double value;
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64 struct
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65 {
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66 u_int32_t lsw;
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67 u_int32_t msw;
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68 } parts;
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69 } ieee_double_shape_type;
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70
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71 #endif
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72
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73 /* Get two 32 bit ints from a double. */
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74
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75 #define EXTRACT_WORDS(ix0,ix1,d) \
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76 do { \
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77 ieee_double_shape_type ew_u; \
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78 ew_u.value = (d); \
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79 (ix0) = ew_u.parts.msw; \
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80 (ix1) = ew_u.parts.lsw; \
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81 } while (0)
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82
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83 /* Get the more significant 32 bit int from a double. */
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84
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85 #define GET_HIGH_WORD(i,d) \
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86 do { \
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87 ieee_double_shape_type gh_u; \
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88 gh_u.value = (d); \
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89 (i) = gh_u.parts.msw; \
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90 } while (0)
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91
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92 /* Get the less significant 32 bit int from a double. */
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93
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94 #define GET_LOW_WORD(i,d) \
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95 do { \
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96 ieee_double_shape_type gl_u; \
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97 gl_u.value = (d); \
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98 (i) = gl_u.parts.lsw; \
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99 } while (0)
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100
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101 /* Set a double from two 32 bit ints. */
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102
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103 #define INSERT_WORDS(d,ix0,ix1) \
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104 do { \
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105 ieee_double_shape_type iw_u; \
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106 iw_u.parts.msw = (ix0); \
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107 iw_u.parts.lsw = (ix1); \
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108 (d) = iw_u.value; \
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109 } while (0)
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110
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111 /* Set the more significant 32 bits of a double from an int. */
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112
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113 #define SET_HIGH_WORD(d,v) \
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114 do { \
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115 ieee_double_shape_type sh_u; \
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116 sh_u.value = (d); \
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117 sh_u.parts.msw = (v); \
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118 (d) = sh_u.value; \
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119 } while (0)
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120
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121 /* Set the less significant 32 bits of a double from an int. */
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122
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123 #define SET_LOW_WORD(d,v) \
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124 do { \
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125 ieee_double_shape_type sl_u; \
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126 sl_u.value = (d); \
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127 sl_u.parts.lsw = (v); \
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128 (d) = sl_u.value; \
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129 } while (0)
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130
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131 /* A union which permits us to convert between a float and a 32 bit
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132 int. */
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133
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134 typedef union
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135 {
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136 float value;
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137 u_int32_t word;
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138 } ieee_float_shape_type;
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139
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140 /* Get a 32 bit int from a float. */
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141
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142 #define GET_FLOAT_WORD(i,d) \
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143 do { \
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144 ieee_float_shape_type gf_u; \
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145 gf_u.value = (d); \
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146 (i) = gf_u.word; \
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147 } while (0)
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148
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149 /* Set a float from a 32 bit int. */
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150
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151 #define SET_FLOAT_WORD(d,i) \
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152 do { \
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153 ieee_float_shape_type sf_u; \
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154 sf_u.word = (i); \
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155 (d) = sf_u.value; \
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156 } while (0)
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157
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158
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159 #ifdef __STDC__
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160 static const double
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161 #else
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162 static double
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163 #endif
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164 zero = 0.0,
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165 one = 1.0,
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166 two = 2.0,
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167 two53 = 9007199254740992.0, /* 0x43400000, 0x00000000 */
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168 two54 = 1.80143985094819840000e+16, /* 0x43500000, 0x00000000 */
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169 twom54 = 5.55111512312578270212e-17, /* 0x3C900000, 0x00000000 */
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170 huge = 1.0e+300,
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171 tiny = 1.0e-300;
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172
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173 #endif /* _MATH_PRIVATE_H_ */