100 10
87 73
15 71
14 33
1 4
20 80
65 67
36 36
25 4
22 21
7 97
 4 2
3 3
3 4
 5 4
3 3
4 4
5 5
1 2
 4 4
1 2
2 3
3 1
4 4
 4 3
1 1
2 3
3 4
 1000000 1
255765 255765
 4 3
1 2
2 3
4 4
 4 2
1 1
1 2
 3 3
1 1
2 2
3 3
 5 4
1 1
2 3
2 4
2 5
 4 5
1 4
3 4
1 2
2 3
2 4
 4 4
2 3
2 4
3 4
4 4
 10 9
8 10
3 10
2 8
9 3
4 8
1 10
7 9
5 4
7 3
 10 10
1 2
2 3
3 4
4 5
5 1
6 6
7 7
8 8
9 9
10 10
 5 5
1 4
3 4
1 2
2 3
2 4
 3 3
1 2
2 2
3 3
 5 3
1 1
2 2
3 3
 6 12
1 2
1 3
2 3
1 1
2 2
3 3
4 5
5 6
4 6
4 4
5 5
6 6
 4 4
1 2
2 3
1 3
4 4
 5 4
1 2
3 3
4 4
5 5
 7 13
6 7
2 7
3 7
4 3
5 2
1 4
7 7
3 1
5 5
3 3
1 5
2 6
6 6
 2 2
1 1
2 2
 5 5
1 1
2 2
3 3
4 4
5 5
 1 1
1 1
 7 3
1 1
3 3
6 6
 3 3
1 1
2 3
3 3

0 1 0 0 0 0 0 1 0 0 8 6 12 0 8 0 0 0 0 0 57 0 0 0 0 0
#include <bits/stdc++.h>
using namespace std;
template <class T>
int getbit(T s, int i) {
  return (s >> i) & 1;
}
template <class T>
T onbit(T s, int i) {
  return s | (T(1) << i);
}
template <class T>
T offbit(T s, int i) {
  return s & (~(T(1) << i));
}
template <class T>
int cntbit(T s) {
  return __builtin_popcount(s);
}
template <class T>
T gcd(T a, T b) {
  T r;
  while (b != 0) {
    r = a % b;
    a = b;
    b = r;
  }
  return a;
}
template <class T>
T lcm(T a, T b) {
  return a / gcd(a, b) * b;
}
int n, m;
vector<int> V[1110005];
bool flag[1110005];
long long deg[1110005];
void dfs(int par, int u) {
  flag[u] = 1;
  for (int i = 0; i < (((long long)(V[u]).size())); ++i) {
    int v = V[u][i];
    if (v == par || flag[v]) continue;
    dfs(u, v);
  }
}
void solve() {
  ios::sync_with_stdio(0);
  cin.tie(0);
  cin >> n >> m;
  for (int i = 0; i < (m); ++i) {
    int u, v;
    cin >> u >> v;
    V[u].push_back(v);
    V[v].push_back(u);
    deg[u]++;
    deg[v]++;
    if (u == v) deg[u]--;
  }
  memset(flag, 0, sizeof(flag));
  dfs(0, 1);
  int RR = 0;
  for (int i = (1); i <= (n); ++i) RR += flag[i];
  if (RR == n) {
    long long res = 0;
    for (int i = (1); i <= (n); ++i) {
      res += deg[i] * (deg[i] - 1) / 2;
    }
    cout << res << endl;
  } else
    cout << 0;
}
int main() {
  solve();
  return 0;
}
