#include <stdio.h>
#include <stdio.h>
#include <math.h>
#include <vector>
#include <assert.h>
#include <time.h>
#include <algorithm>
using namespace std;
#define eps 1e-8
struct Pt {
double x, y;
Pt(double a = 0, double b = 0):
x(a), y(b) {}
Pt operator-(const Pt &a) const {
return Pt(x - a.x, y - a.y);
}
Pt operator+(const Pt &a) const {
return Pt(x + a.x, y + a.y);
}
Pt operator*(const double a) const {
return Pt(x * a, y * a);
}
bool operator==(const Pt &a) const {
return fabs(x - a.x) < eps && fabs(y - a.y) < eps;
}
bool operator<(const Pt &a) const {
if (fabs(x - a.x) > eps)
return x < a.x;
if (fabs(y - a.y) > eps)
return y < a.y;
return false;
}
double length() {
return hypot(x, y);
}
void read() {
scanf("%lf %lf", &x, &y);
}
};
double dot(Pt a, Pt b) {
return a.x * b.x + a.y * b.y;
}
double cross(Pt o, Pt a, Pt b) {
return (a.x-o.x)*(b.y-o.y)-(a.y-o.y)*(b.x-o.x);
}
double cross2(Pt a, Pt b) {
return a.x * b.y - a.y * b.x;
}
int between(Pt a, Pt b, Pt c) {
return dot(c - a, b - a) >= -eps && dot(c - b, a - b) >= -eps;
}
int onSeg(Pt a, Pt b, Pt c) {
return between(a, b, c) && fabs(cross(a, b, c)) < eps;
}
struct Seg {
Pt s, e;
double angle;
int label;
Seg(Pt a = Pt(), Pt b = Pt(), int l=0):s(a), e(b), label(l) {
}
bool operator<(const Seg &other) const {
if (fabs(angle - other.angle) > eps)
return angle > other.angle;
if (cross(other.s, other.e, s) > -eps)
return true;
return false;
}
bool operator!=(const Seg &other) const {
return !((s == other.s && e == other.e) || (e == other.s && s == other.e));
}
};
Pt getIntersect(Seg a, Seg b) {
Pt u = a.s - b.s;
double t = cross2(b.e - b.s, u)/cross2(a.e - a.s, b.e - b.s);
return a.s + (a.e - a.s) * t;
}
double getAngle(Pt va, Pt vb) {
return acos(dot(va, vb) / va.length() / vb.length());
}
double distSeg2Point(Pt a, Pt b, Pt p) {
Pt c, vab;
vab = a - b;
if (between(a, b, p)) {
c = getIntersect(Seg(a, b), Seg(p, Pt(p.x+vab.y, p.y-vab.x)));
return (p - c).length();
}
return min((p - a).length(), (p - b).length());
}
Pt rotateRadian(Pt a, double radian) {
double x, y;
x = a.x * cos(radian) - a.y * sin(radian);
y = a.x * sin(radian) + a.y * cos(radian);
return Pt(x, y);
}
int monotone(int n, Pt p[], Pt ch[]) {
sort(p, p+n);
int i, m = 0, t;
for(i = 0; i < n; i++) {
while(m >= 2 && cross(ch[m-2], ch[m-1], p[i]) <= 0)
m--;
ch[m++] = p[i];
}
for(i = n-1, t = m+1; i >= 0; i--) {
while(m >= t && cross(ch[m-2], ch[m-1], p[i]) <= 0)
m--;
ch[m++] = p[i];
}
return m-1;
}
const double pi = acos(-1);
int main() {
srand ( time(NULL));
vector< pair<double, Pt> > V;
for (int i = 0; i < 10000000; i++) {
int X, Y;
X = (rand()*rand())%2000000 - 1000000;
Y = (rand()*rand())%2000000 - 1000000;
V.push_back(make_pair(atan2(Y, X), Pt(X, Y)));
}
sort(V.begin(), V.end());
for (int i = 0; i+1 < V.size(); i++) {
if (cross2(V[i].second, V[i+1].second) != 0 && fabs(V[i].first - V[i+1].first) < 1e-12)
printf("%.0lf %.0lf %.0lf %.0lf\n", V[i].second.x, V[i].second.y, V[i+1].second.x, V[i+1].second.y);
}
return 0;
}