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Release Notes For MiniGUI Core 4.0.x

Version 4.0.8

The MiniGUI development team announces the availability of MiniGUI 4.0.8. We strongly recommend that you use this version for any new MiniGUI apps, especially if the new features of MiniGUI 4.0.8 are must for your new apps.

Please report any bugs and incompatibilities in

https://github.com/VincentWei/minigui/tree/rel-4-0

What's new in version 4.0.8

In this version, we tuned some code for GCC 9 and fixed some bugs:

  • ADJUSTMENTS:
    • Use mainstream HarfBuzz for glyph shaping of complex scripts instead of the modified version.
  • TUNING:
    • Tune some code to depress compilation warnings.

Version 4.0.7

The MiniGUI development team announces the availability of MiniGUI 4.0.7. We strongly recommend that you use this version for any new MiniGUI apps, especially if the new features of MiniGUI 4.0.7 are must for your new apps.

Please report any bugs and incompatibilities in

https://github.com/VincentWei/minigui/tree/rel-4-0

What's new in version 4.0.7

In this version, we mainly enhance DRM engine to support MiniGUI-Processes.

  • ENHANCEMENTS
    • Enhance DRM engine to support MiniGUI-Processes.
  • COMPATIBILITIES:
    • Functions drmCreateDCFromName, drmCreateDCFromHandle, and drmCreateDCFromPrimeFd are extended to have the offset argument. Please use the version having Ex postfix.
    • The interface of the external driver for DRM engine changed. The changes come from MiniGUI 5.0.0.
  • BUGFIXING
    • Fix some bugs found when developing MiniGUI 5.0.0.

For more information about the external driver of DRM engine, please refer to the revised edition of the following document:

https://github.com/VincentWei/minigui-docs/blob/master/supplementary-docs/Writing-DRM-Engine-Driver-for-Your-GPU.md

Version 4.0.6

The MiniGUI development team announces the availability of MiniGUI 4.0.6. We strongly recommend that you use this version for any new MiniGUI apps, especially if the new features of MiniGUI 4.0 are must for your new apps.

Please report any bugs and incompatibilities in

https://github.com/VincentWei/minigui/tree/rel-4-0

What's new in version 4.0.6

In this version, we mainly fixed some bugs found when developing MiniGUI 5.0.0.

  • BUGFIXING:
    • Bad checking cursor width and height in LoadCursorFromMem.
    • Bad handling of backspace character in SLEdit control.
    • Call ThrowAwayMessages when failed to create a main window.
    • Handle middle mouse button in Standalone and Processes runtime modes.
    • Restore mdev in INPUT structure.
    • Bad checking pci_accel_driver in FBCON engine.
    • Some conditional compilation errors.

Version 4.0.5

The MiniGUI development team announces the availability of MiniGUI 4.0.5. We strongly recommend that you use this version for any new MiniGUI apps, especially if the new features of MiniGUI 4.0 are must for your new apps.

Please report any bugs and incompatibilities in

https://github.com/VincentWei/minigui

What's new in version 4.0.5

In this version, we mainly fixed some bugs found.

  • BUGFIXING:
    • Always initialize BITMAP fields with explicit assignments. This bug makes the cursor messy.
    • Fix some conditional compilation of mg-tests.
  • ENHANCEMENTS:
    • The server of MiniGUI-Processes now can delete global System V IPC objects left by a previous failed run.

Version 4.0.4

The MiniGUI development team announces the availability of MiniGUI 4.0.4. We strongly recommend that you use this version for any new MiniGUI apps, especially if the new features of MiniGUI 4.0 are must for your new apps.

Please report any bugs and incompatibilities in

https://github.com/VincentWei/minigui

What's new in version 4.0.4

In this version, we mainly enhanced the DRM engine of MiniGUI in order to integrate MiniGUI with Mesa and Cairo, for example, to implement EGL for MiniGUI platform.

  • MODIFICATIONS:
    • Change the name of old dri NEWGAL engine to drm.
    • Change the configuration option of DRM engine to --enable-videodrm.
    • Change the macro for DRM engine to _MGGAL_DRM.
    • Change the runtime configuration section for DRM engine to drm.
  • ENHANCEMENTS:
    • New APIs for GPU integration, such as IsMemDC, IsScreenDC, IsWindowDC, GetVideoHandle, and drmGetDeviceFD.
    • Add new operation for DRM engine: create_buffer_from_prime_fd.
    • Use dlopen to load the external DRM driver.
    • Add a new runtime configuration key for DRM engine drm.exdriver to define the external DRM driver.

Version 4.0.2

The MiniGUI development team announces the availability of MiniGUI 4.0.2. We strongly recommend that you use this version for any new MiniGUI apps, especially if the new features of MiniGUI 4.0 are must for your new apps.

Please report any bugs and incompatibilities in

https://github.com/VincentWei/minigui

What's new in version 4.0.2

  • ENHANCEMENTS:
    • Support for RTEMS operating system
    • Basic support for RT-Thread and FreeRTOS operating systems.
  • BUGFIXES:
    • Fixed errors in makefile.ng files.
  • CLEANUP:
    • README.md for correct markdown tags.

Version 4.0.1

The MiniGUI development team announces the availability of MiniGUI 4.0.1. We strongly recommend that you use this version for any new MiniGUI apps, especially if the new features of MiniGUI 4.0 are must for your new apps.

Please report any bugs and incompatibilities in

https://github.com/VincentWei/minigui

What's new in version 4.0.1

This version mainly fixed some minor issues:

  • Use FVN algorithm to implement Str2Key.
  • Tune some API description.
  • Tune format string to use '%z' instead of '%l' or '%ll' for size_t values.

Version 4.0.0

The MiniGUI development team announces the availability of MiniGUI 4.0.0. We strongly recommend that you use this version for any new MiniGUI apps, especially if the new features of MiniGUI 4.0.0 are must for your new apps.

Please report any bugs and incompatibilities in

https://github.com/VincentWei/minigui

What's new in version 4.0.0

In this version, we mainly enhanced and tuned the APIs related to text rendering in order that MiniGUI can handle complex writing systems (scripts) like Arabic and Indic:

  • MiniGUI now provides complete APIs for Unicode characters processing. These APIs conform to Unicode 12.0, including the Unicode Bidirectional Algorithm (UAX #9), Unicode Line Breaking Algorithm (UAX #14), Unicode Normalization Forms (UAX #15), Unicode Script Property (UAX #24), Unicode Text Segmentation (UAX #29), Unicode Vertical Text Layout (UAX #50), and so on.

  • MiniGUI also provides new APIs to lay out, shape, and render glyphs from complex and mixed scripts, such as Arabic, Thai, and Indic. The new APIs also conform to the specifications of CSS Text Module Level 3 and CSS Writing Modes Level 3.

  • We tuned and optimized MiniGUI's logical and device font interfaces to support the new features above.

  • MiniGUI now is enhanced to support input events which may be generated by input devices other than standard mouse (or single-touch panel) and keyboard, such as multi-touch panel (gesture), joystick, tablet tool, and switch. In MiniGUI 4.0, we introduce MSG_EXIN_XXX messages to support the input events from devices other than standard mouse and keyboard. We call these messages as 'extra input messages'.

Another important features of this version are the new following engines:

  • The NEWGAL engine of dri to support modern DRM-driven graphics cards. By using dri engine, one MiniGUI app can now use the hardware-accelerated graphics rendering for 2D/3D graphics.
  • The IAL engine of libinput to support all modern input devices including mouse, keyboard, joystick, switch, multi-touch panel, gesture, tablet tool, and table pad.
  • The enhanced IAL engine of random to generate extra input messages automatically for testing.

At last, we introduced a Slice Memory Allocator for fast concurrent memory chunk allocation.

The following sections will describe these new features in detail.

New APIs conforming Unicode 12.0

  • New types:

    1. Uchar32: the Unicode code point value of a Unicode character.
    2. Achar32: the abstract character index value under a certain charset/encoding. Under Unicode charset or encodings, the abstract character index value will be identical to the Unicode code point, i.e., Achar32 is equivalent to Uchar32 under this situation.
    3. Glyph32: the glyph index value in a device font. Note that a Glyph32 value is always bound to a specific logfont object.
  • New functions to determine the Unicode character properties:

    1. UCharGetCategory for getting the general category of a Unicode character.
    2. UCharGetBreakType for getting the breaking type of a Unicode character.
    3. UStrGetBreaks for getting the breaking types of a Unicode string.
    4. UCharGetBidiType for getting the bidi type of a Unicode character.
    5. UStrGetBidiTypes for getting the bidi types of a Unicode character string.
    6. UCharGetBracketType for getting the bracketed character of a Uchar32 character.
    7. UStrGetBracketTypes for getting the bracketed characters of a Uchar32 string.
    8. UCharGetMirror for getting the mirrored character of a Uchar32 character.
    9. UCharGetJoiningType for getting the joining type of a Uchar32 character.
    10. UStrGetJoiningTypes for getting the joining types of a Uchar32 string.
    11. UBidiGetParagraphDir for getting the base paragraph direction of a single paragraph.
    12. UBidiGetParagraphEmbeddingLevels for getting the bidi embedding levels of a paragraph.
    13. UBidiReorderLine, UBidiShapeMirroring, UBidiJoinArabic, UBidiShapeArabic, and UBidiShape for doing bidi-aware mirroring, joining, and shaping.
    14. UCharGetScriptType for getting the script type of a Uchar32 character.

MiniGUI also provides some utilities/helpers for Unicode character conversion, such as from lower case to upper case, single width to full width. Please see MiniGUI API reference document for the detailed description.

New APIs for mixed scripts

To lay out, shape, and render a text in mixed scripts, you should call GetUCharsUntilParagraphBoundary function first to convert a multi-byte string to a Unicode string under the specified white space rule, breaking rule, and transformation rule. For example, converting a general C string in UTF-8 or GB18030 to a Uchar32 string by calling this function. You can call CreateLogFontForMChar2UChar function to create a dummy logfont object for this purpose in order to expense a minimal memory.

If the text is in simple scripts, like Latin or Chinese, you can call GetGlyphsExtentFromUChars function to lay out the paragraph. This function returns a glyph string which can fit in a line with the specified maximal extent and rendering flags. After this, you call DrawGlyphStringEx function to draw the glyph string to the specific position of a DC.

If the text is in complex and/or mixed scripts, like Arabic, Thai, and Indic, you should create a TEXTRUNS object first by calling CreateTextRuns function, then initialize the shaping engine for laying out the text.

MiniGUI provides two types of shaping engine. One is the basic shaping engine. The corresponding function is InitBasicShapingEngine. The other is called complex shaping engine, which is based on HarfBuzz. The corresponding function is InitComplexShapingEngine. The latter one can give you a better shaping result.

After this, you should call CreateLayout to create a layout object for laying out the text, then call LayoutNextLine to lay out the lines one by one.

You can render the laid out lines by calling DrawLayoutLine function.

Finally, you call DestroyLayout and DestroyTextRuns to destroy the layout object and text runs object.

Before rendering the glyphs laid out, you can also call GetLayoutLineRect to get the line rectangle, or call CalcLayoutBoundingRect to get the bounding rectangle of one paragraph.

These new APIs provide a very flexible implementation for your apps to process the complex scripts. The implementation is derived from LGPL'd Pango, but we optimize and simplify the original implementation in the following respects:

  • We split the layout process into two stages. We get the text runs (Pango items) in the first stage, and the text runs will keep as constants for subsequent different layouts. In the second stage, we create a layout object for a set of specific layout parameters, and generates the lines one by one for the caller. This is useful for an app like browser, it can reuse the text runs if the output width or height changed, and it is no need to re-generate the text runs because of the size change of the output rectangle.

  • We use MiniGUI's fontname for the font attributes of text, and leave the font selection and the glyph generating to MiniGUI's logfont module. In this way, we simplify the layout process greatly.

  • We always use Uchar32 string for the whole layout process. So the code and the structures are clearer than original implementation.

  • We provide two shaping engines for rendering the text. One is a basic shaping engine and other is the complex shaping engine based on HarfBuzz. The former can be used for some simple applications.

Enhanced logical font APIs

The styles of LOGFONT changed.

  • Add new rendering style:
    1. FS_RENDER_ANY: Not specified.
    2. FS_RENDER_MONO:
    3. FS_RENDER_GREY:
    4. FS_RENDER_SUBPIXEL:
  • Some old styles are deprecated:
    1. FS_WEIGHT_BOOK; use FS_RENDER_GREY instead.
    2. FS_WEIGHT_SUBPIXEL; use FS_RENDER_SUBPIXEL instead.
  • Introduced or redefined the weight styles to follow OpenType specification:
    1. FONT_WEIGHT_ANY: Not specified.
    2. FONT_WEIGHT_THIN: Thin.
    3. FONT_WEIGHT_EXTRA_LIGHT: Extra light (Ultra Light).
    4. FONT_WEIGHT_LIGHT: Light.
    5. FONT_WEIGHT_REGULAR: Regular (Normal).
    6. FONT_WEIGHT_MEDIUM: Medium.
    7. FONT_WEIGHT_DEMIBOLD: Demi Bold (Semi Bold)
    8. FONT_WEIGHT_BOLD: Bold.
    9. FONT_WEIGHT_EXTRA_BOLD: Extra Bold (Ultra Bold).
    10. FONT_WEIGHT_BLACK: Black (Heavy).
  • Introduce the new decoration styles and replace FONT_UNDERLINE_LINE and FONT_STRUCKOUT_LINE with them:
    1. FONT_DECORATE_ANY: Not specified.
    2. FONT_DECORATE_NONE: None.
    3. FONT_DECORATE_UNDERLINE: glyphs are underscored.
    4. FONT_DECORATE_STRUCKOUT: glyphs are overstruck.
    5. FONT_DECORATE_US: Both FONT_DECORATE_UNDERLINE and FONT_DECORATE_STRUCKOUT.
    6. FONT_DECORATE_OUTLINE: Outline (hollow) glyphs.
    7. FONT_DECORATE_REVERSE: Reserved for future. Glyphs have their foreground and background reversed.
  • The following style are deprecated:
    1. FONT_OTHER_LCDPORTRAIT
    2. FONT_OTHER_LCDPORTRAITKERN

For a new app, you should use the new function CreateLogFontEx to create a LOGFONT, and specify the weight and rendering method of the glyph.

For the back-compatibility, you can still use CreateLogFont to create a new LOGFONT. However, FS_WEIGHT_BOOK will be treated FS_WEIGHT_REGULAR and FS_RENDER_GREY, while FS_WEIGHT_SUBPIXEL will be treated FS_WEIGHT_REGULAR and FS_RENDER_SUBPIXEL.

You can still use CreateLogFontByName to create a new LOGFONT. But the style string in the font name changed from

<weight><slant><flipping><other><underline><struckout>

to

<weight><slant><flipping><other><decoration><rendering>

Note that <underline> and <struckout> are merged to <decoration> in order to keep the style string is still 6-character long.

Consequently, if you want to use the rendering method SUPIXEL for a TTF font, please define the logical font name in the following way:

ttf-Courier-rrncns-*-16-UTF-8

Moreover, the family name of a DEVFONT supports aliases since 4.0.0:

<fonttype>-<family[,aliase]*>-<styles>-<width>-<height>-<charset[,charset]*>

for example:

ttf-Arial,Sans Serif-rrncnn-8-16-ISO8859-1,UTF-8
ttf-courier,monospace,serif-rrncnn-8-16-ISO8859-1,UTF-8

Note that the length of one DEVFONT name can not exceed 255 bytes.

Since version 4.0.0, you can specify up to 7 family names for a logfont name, such as:

ttf-Courier,宋体,Naskh,SansSerif-rrncns-U-16-UTF-8

In this way, you can specify a logfont to use multiple devfonts to render a complex text. This is useful when different glyphs are contained in different font files. It is well known that, a font is often designed for a particular language/script or a few similar languages/scripts.

Since 4.0.0, the previous width field of a logfont name is used for the glyph orientation:

  • 'U': Glyphs stand upright (default).
  • 'S': Glyphs are rotated 90 degrees clockwise (sideways).
  • 'D': Glyphs are upside-down.
  • 'L': Glyphs are rotated 90 degrees counter-clockwise (sideways left).

Support for Linux DRI/DRM

In order to support modern graphics card or GPU, we introduced a new NEWGAL engine of dri. The developer can use this engine to run MiniGUI apps on a Linux box on which the DRI (Direct Rendering Infrastructure) is enabled.

The dri engine uses libdrm developed by Free Desktop project:

https://dri.freedesktop.org/wiki/

Libdrm is a user-space library implements the Direct Rendering Manager. MiniGUI mainly uses this library to support the dumb frame buffer (no hardware acceleration). However, you can write a driver for your graphics card or GPU to implement the hardware accelerated features.

To avoid modifying the MiniGUI source code when supporting a new GPU, the dri engine has adopted a scalable design:

  • You can directly use the dri engine to run MiniGUI on a GPU which supports dumb frame buffer.
  • When you want to take advantage of the hardware acceleration of your GPU, you can write some code for your GPU as a sub driver of dri engine outside MiniGUI.

In this situation, you need to configure MiniGUI with the following option:

--with-targetname=external

and implement the sub driver in your MiniGUI apps.

The header file <minigui/exstubs.h> defines the operators (a set of callback functions) you need to implement for your GPU externally.

As an example, we implement the sub driver for i915 graphics chard in mg-tests/dri-engine/. Please refer to mg-tests repository.

To exploit the GPU's accelerated rendering capabilities, a MiniGUI app can use cairo and/or OpenGL ES to assist in rendering 2D/3D graphics when using the dri engine. We will provide some samples in mg-tests or mg-samples for this purpose.

Note that for dri engine, we introduce a new section in MiniGUI runtime configuration:

[dri]
defaultmode=1024x768-32bpp
pixelformat=XR24
device=/dev/dri/card0
dpi=96

You can use the key dri.device to specify your DRI device.

You can use the key dri.pixelformat to specify the DRM pixel format for the screen. We use DRM fourcc code to defined the pixel format of the screen surface. For more information, please see <drm/drm_fourcc.h> header file. Note that only 8/16/24/32 bpp RGB formats are supported. For example, XR24 means X8R8G8B8 pixel format.

Currently, the dri NEWGAL engine does not provide support for MiniGUI-Processes run-time mode. We will enhance this in the subsequent version of MiniGUI.

Also note that when you use the hardware accelerated sub driver, MiniGUI app may need the root privilege to call drmSetMaster to set the video mode. However, under MiniGUI-Processes run-time mode, only the server (mginit) will need this privilege when you use the future dri engine.

Extra input messages

In MiniGUI 4.0.0, we introduce the extra input messages to support modern input devices including multiple touch panel, gesture, tablet tool, and table pad.

The extra input messages have the prefix MSG_EXIN_. If a MiniGUI app want to handle these extra input events such as gestures, you need to handle the MSG_EXIN_XXX messages in the app. For examples, please refer to mg-tests/extra-input/.

Currently, there are two built-in IAL engines which can generates the extra input messages:

  • The IAL engine of libinput to support all modern input devices on a Linux box. This engine runs on libinput introduced by Free Desktop project.

  • The enhanced IAL engine of random to generate extra input messages automatically for testing.

You can also write your own IAL engines to generate the extra messages. Please see the implementation of libinput and random engines for the details.

For libinput engine, we introduce a new section in MiniGUI runtime configuration:

[libinput]
seat=seat0

The key libinput.seat specifies the seat identifier, the default is seat0.

For random engine, we introduce a new section in MiniGUI runtime configuration:

[random]
logfile=events.out
eventtypes=mouse-keyboard-button-gesture-stouch
minkeycode=1
maxkeycode=128
minbtncode=0x100
maxbtncode=0x1ff

The MiniGUI runtime configuration key random.logfile specifies the log file which will store the input events generated by this engine. If MiniGUI failed to open the log file, the log feature will be disabled.

The MiniGUI runtime configuration key random.eventtypes specifies the input event types which will be generated by this IAL engine, in the following pattern:

<event-type>[-<event-type>]*

The <event-type> can be one of the following values:

  • mouse: mouse.
  • keyboard: keyboard.
  • button: buttons.
  • single_touch: touch pen or single touch panel.
  • multi_touch: multiple touch panel.
  • gesture: gesture.
  • tablet_tool: tablet tool.
  • tablet_pad: tablet pad.
  • switch: switch.

The MiniGUI ETC key random.minkeycode specifies the minimal key code which can be generated by the engine if keyboard is included.

The MiniGUI ETC key random.maxkeycode specifies the maximal key code which can be generated by the engine if keyboard is included.

The MiniGUI ETC key random.minbtncode specifies the minimal button code which can be generated by the engine if button is included.

The MiniGUI ETC key random.maxbtncode specifies the maximal key code which can be generated by the engine if button is included.

For invalid random.eventtyps, the engine uses mouse as default.

For invalid random.minkeycode, and/or random.maxkeycode key values, the engine uses SCANCODE_ESCAPE, and SCANCODE_MICMUTE respectively.

For invalid random.minbtncode, and/or random.maxbtncode key values, use 0x100 (BTN_MISC defined by Linux kernel), and 0x2ff (KEY_MAX defined by Linux kernel) respectively.

This engine maintains a state machine for each input event type, and generates a reasonable event sequence for each type. If and only if an event sequence finished or cancelled, the engine switch to another event type randomly.

Note that currently, the following event types (in random engine) are not implemented:

  • multi_touch
  • tablet_tool
  • tablet_pad
  • switch

Slice allocator

MiniGUI now provides an efficient way to allocate groups of equal-sized chunks of memory.

Memory slices provide a space-efficient and multi-processing scalable way to allocate equal-sized pieces of memory, just like the MiniGUI's block data heap. Relative to the standard malloc function and block data heap, this allocator can avoid excessive memory-waste, scalability and performance problems.

The following APIs are introduced:

  • mg_slice_alloc to allocate a given size trunk of memory.
  • mg_slice_free to free a given size trunk of memory.
  • mg_slice_new to allocate a memory for a given structure.
  • mg_slice_delete to free a memory for a given structure.

We use the slice allocator when laying out the text in complex scripts.

Note that this implementation is derived from LGPL'd glib.

Other enhancements

  • A new BITMAP type BMP_TYPE_REPLACEKEY was added. When bmType of a BITMAP object has this bit set, any pixel which is equal to bmColorKey will be replaced by bmColorRep.

  • More key scancodes are defined for modern keyboard, and the NR_KEYS is re-defined to be 250.

  • Support for libPNG 1.6.x.

  • Support for Ubuntu 18.04 LTS.

  • Support for GCC 7.

Backward compatibility issues

In MiniGUI 4.0.0, we changed some unreasonable APIs which were introduced in early versions. There are also other changes broke the backward compatibility. This section gives you a summary about these changes.

  • Rename UChar32 to Uchar32 and UChar16 to Uchar16 in order to avoid the conflict with typedef of UChar32 in the system header <unicode/umachine.h>.
  • Rename mg_FT_LcdFilter to FT2LCDFilter in order to follow MiniGUI naming rules.
  • Redefine Uchar32 and Glyph32 as Uint32 instead of int.

In early versions, we did not significantly distinguish between characters and glyphs. This will lead to some confusion. Therefore, we introduce a new type called Achar32, which is the character's index value under a certain charset/encoding. While the type Glyph32 is the index value of a glyph in a font.

In order to reflect the correct character and glyph concepts, the following functions are removed:

  • GetGlyphType, use GetACharType instead.
  • GetGlyphShape, use GetShapedAChar instead.
  • GetGlyphBIDIType, use GetACharBidiType

The names of the following functions are changed:

  • BIDIGetTextLogicalGlyphs -> BIDIGetTextLogicalAChars
  • BIDIGetTextVisualGlyphs -> BIDIGetTextVisualAChars
  • BIDILogAChars2VisGlyphs -> BIDILogAChars2VisAChars
  • BIDILogAChars2VisGlyphsEx -> BIDILogAChars2VisACharsEx

The following functions are deprecated, you should use the new Unicode version instead:

  • BIDIGetTextLogicalAChars
  • BIDIGetTextVisualAChars
  • BIDILogAChars2VisAChars
  • BIDILogAChars2VisACharsEx
  • BIDIGetTextRangesLog2Vis
  • BIDIGetLogicalEmbedLevelsEx

The following functions are deprecated:

  • GetGlyphBitmap, use GetGlyphInfo instead.

The fields height and descent have been removed from GLYPHINFO structure. You should get the font metrics information by calling GetFontMetrics function if you want to get the height and descent data of one font.

The the basic glyph type and break type have been removed from GLYPHINFO structure. You should use GetACharType instead.

Deprecated features

Support for FreeType1 was removed.

You should always use FreeType2 to support vector fonts, such as TrueType fonts (TTF), TrueType collections (TTC), OpenType fonts (OTF, both TrueType and CFF variants), OpenType collections (OTC), and Type 1 fonts (PFA and PFB).