#include<cstdio>
#include<cmath>
struct Point{
double x,y;
Point(double x=0,double y=0):x(x),y(y){}
};
typedef Point Vector;
Vector operator + (Vector A,Vector B){return Vector(A.x+B.x,A.y+B.y);}
Vector operator - (Point A,Point B){return Vector(A.x-B.x,A.y-B.y);}
Vector operator * (Vector A,double p){return Vector(A.x*p,A.y*p);}
Vector operator / (Vector A,double p){return Vector(A.x/p,A.y/p);}
bool operator <(const Point&a,const Point&b){
return a.x<b.x||(a.x==b.x&&a.y<b.y);
}
const double eps=1e-10;
int dcmp(double x){
if(fabs(x)<eps) return 0;else return x<0?-1:1;
}
bool operator == (const Point&a,const Point&b){
return dcmp(a.x-b.x)==0&&dcmp(a.y-b.y)==0;
}
double Dot(Vector A,Vector B){return A.x*B.x+A.y*B.y;}
double Length(Vector A){return sqrt(Dot(A,A));}
double Angle(Vector A,Vector B){return acos(Dot(A,B)/Length(A)/Length(B));}
double Cross(Vector A,Vector B){return A.x*B.y-A.y*B.x;}
double Area2(Point A,Point B,Point C){return Cross(B-A,C-A);}
Vector Rotate(Vector A,double rad){
return Vector(A.x*cos(rad)-A.y*sin(rad),A.x*sin(rad)+A.y*cos(rad));
}
Vector Normal(Vector A){
double L=Length(A);
return Vector(-A.y/L,A.x/L);
}
Point GetLineIntersection(Point P,Vector v,Point Q,Vector w){
Vector u=P-Q;
double t=Cross(w,u)/Cross(v,w);
return P+v*t;
}
double DistanceToLine(Point P,Point A,Point B){
Vector v1=B-A,v2=P-A;
return fabs(Cross(v1,v2))/Length(v1);
}
double DistanceToSegment(Point P,Point A,Point B){
if(A==B) return Length(P-A);
Vector v1=B-A,v2=P-A,v3=P-B;
if(dcmp(Dot(v1,v2))<0) return Length(v2);
else if(dcmp(Dot(v1,v3))>0) return Length(v3);
else return fabs(Cross(v1,v2))/Length(v1);
}
Point GetLineProjection(Point P,Point A,Point B){
Vector v=B-A;
return A+v*(Dot(v,P-A)/Dot(v,v));
}
bool SegmentProperIntersection(Point a1,Point a2,Point b1,Point b2){
double c1=Cross(a2-a1,b1-a1),c2=Cross(a2-a1,b2-a1);
double c3=Cross(b2-b1,a1-b1),c4=Cross(b2-b1,a2-b1);
return dcmp(c1)*dcmp(c2)<0&&dcmp(c3)*dcmp(c4)<0;
}
bool OnSegment(Point p,Point a1,Point a2){
return dcmp(Cross(a1-p,a2-p))==0&&dcmp(Dot(a1-p,a2-p))<0;
}
Point getD(Point A,Point B,Point C){
Vector v1=C-B;
double a1=Angle(A-B,v1);
v1=Rotate(v1,a1/3);
Vector v2=B-C;
double a2=Angle(A-C,v2);
v2=Rotate(v2,-a2/3);
return GetLineIntersection(B,v1,C,v2);
}
int main(){
int T;
Point A,B,C,D,E,F;
scanf("%d",&T);
while(T--){
scanf("%lf%lf%lf%lf%lf%lf",&A.x,&A.y,&B.x,&B.y,&C.x,&C.y);
D=getD(A,B,C);
E=getD(B,C,A);
F=getD(C,A,B);
printf("%.6lf %.6lf %.6lf %.6lf %.6lf %.6lf\n",D.x,D.y,E.x,E.y,F.x,F.y);
}
return 0;
}
#include<cmath>
struct Point{
double x,y;
Point(double x=0,double y=0):x(x),y(y){}
};
typedef Point Vector;
Vector operator + (Vector A,Vector B){return Vector(A.x+B.x,A.y+B.y);}
Vector operator - (Point A,Point B){return Vector(A.x-B.x,A.y-B.y);}
Vector operator * (Vector A,double p){return Vector(A.x*p,A.y*p);}
Vector operator / (Vector A,double p){return Vector(A.x/p,A.y/p);}
bool operator <(const Point&a,const Point&b){
return a.x<b.x||(a.x==b.x&&a.y<b.y);
}
const double eps=1e-10;
int dcmp(double x){
if(fabs(x)<eps) return 0;else return x<0?-1:1;
}
bool operator == (const Point&a,const Point&b){
return dcmp(a.x-b.x)==0&&dcmp(a.y-b.y)==0;
}
double Dot(Vector A,Vector B){return A.x*B.x+A.y*B.y;}
double Length(Vector A){return sqrt(Dot(A,A));}
double Angle(Vector A,Vector B){return acos(Dot(A,B)/Length(A)/Length(B));}
double Cross(Vector A,Vector B){return A.x*B.y-A.y*B.x;}
double Area2(Point A,Point B,Point C){return Cross(B-A,C-A);}
Vector Rotate(Vector A,double rad){
return Vector(A.x*cos(rad)-A.y*sin(rad),A.x*sin(rad)+A.y*cos(rad));
}
Vector Normal(Vector A){
double L=Length(A);
return Vector(-A.y/L,A.x/L);
}
Point GetLineIntersection(Point P,Vector v,Point Q,Vector w){
Vector u=P-Q;
double t=Cross(w,u)/Cross(v,w);
return P+v*t;
}
double DistanceToLine(Point P,Point A,Point B){
Vector v1=B-A,v2=P-A;
return fabs(Cross(v1,v2))/Length(v1);
}
double DistanceToSegment(Point P,Point A,Point B){
if(A==B) return Length(P-A);
Vector v1=B-A,v2=P-A,v3=P-B;
if(dcmp(Dot(v1,v2))<0) return Length(v2);
else if(dcmp(Dot(v1,v3))>0) return Length(v3);
else return fabs(Cross(v1,v2))/Length(v1);
}
Point GetLineProjection(Point P,Point A,Point B){
Vector v=B-A;
return A+v*(Dot(v,P-A)/Dot(v,v));
}
bool SegmentProperIntersection(Point a1,Point a2,Point b1,Point b2){
double c1=Cross(a2-a1,b1-a1),c2=Cross(a2-a1,b2-a1);
double c3=Cross(b2-b1,a1-b1),c4=Cross(b2-b1,a2-b1);
return dcmp(c1)*dcmp(c2)<0&&dcmp(c3)*dcmp(c4)<0;
}
bool OnSegment(Point p,Point a1,Point a2){
return dcmp(Cross(a1-p,a2-p))==0&&dcmp(Dot(a1-p,a2-p))<0;
}
Point getD(Point A,Point B,Point C){
Vector v1=C-B;
double a1=Angle(A-B,v1);
v1=Rotate(v1,a1/3);
Vector v2=B-C;
double a2=Angle(A-C,v2);
v2=Rotate(v2,-a2/3);
return GetLineIntersection(B,v1,C,v2);
}
int main(){
int T;
Point A,B,C,D,E,F;
scanf("%d",&T);
while(T--){
scanf("%lf%lf%lf%lf%lf%lf",&A.x,&A.y,&B.x,&B.y,&C.x,&C.y);
D=getD(A,B,C);
E=getD(B,C,A);
F=getD(C,A,B);
printf("%.6lf %.6lf %.6lf %.6lf %.6lf %.6lf\n",D.x,D.y,E.x,E.y,F.x,F.y);
}
return 0;
}