#include <iostream>
#include <iomanip>
#include <cstdio>
#include <string>
#include <cstring>
#include <deque>
#include <list>
#include <queue>
#include <stack>
#include <vector>
#include <utility>
#include <algorithm>
#include <map>
#include <set>
#include <complex>
#include <cmath>
#include <limits>
#include <cfloat>
#include <climits>
#include <ctime>
#include <cassert>
#include <numeric>
#include <fstream>
#include <functional>
#include <bitset>

using namespace std;
using Real = double;
using Point = complex<Real>;
const Real EPS = 1e-8, PI = acos(-1);

// 実数同士の比較
inline bool eq(Real a, Real b) { return fabs(b - a) < EPS; }

Point operator*(const Point &p, const Real &d) {
  return Point(real(p) * d, imag(p) * d);
}

// 入力
istream &operator>>(istream &is, Point &p) {
  Real a, b;
  is >> a >> b;
  p = Point(a, b);
  return is;
}

// 出力
ostream &operator<<(ostream &os, Point &p) {
  os << fixed << setprecision(10) << p.real() << " " << p.imag();
}

// 原点を中心として, 点 p を θ 回転すた点を返す
Point rotate(Real theta, const Point &p) {
  return Point(cos(theta) * p.real() - sin(theta) * p.imag(), sin(theta) * p.real() + cos(theta) * p.imag());
}

// ラジアンを度数に変換
Real radian_to_degree(Real r) {
  return (r * 180.0 / PI);
}

// 度数をラジアンに変換
Real degree_to_radian(Real d) {
  return (d * PI / 180.0);
}

// ∠BAC をラジアンで取得
Real get_angle(const Point &a, const Point &b, const Point &c) {
  const Point v(b - a), w(c - a);
  Real alpha = atan2(v.imag(), v.real()), beta = atan2(w.imag(), w.real());
  if(alpha > beta) swap(alpha, beta);
  Real theta = (beta - alpha);
  return min(theta, 2 * acos(-1) - theta);
}

// x軸, y軸の順にソート
namespace std {
  bool operator<(const Point &a, const Point &b) {
    return !eq(a.real(), b.real()) ? a.real() < b.real() : a.imag() < b.imag();
  }
}

// 直線
// 2 点を通る直線
// Ax + By = C  
struct Line {
  Point a, b;

  Line() = default;

  Line(Point a, Point b) : a(a), b(b) {}

  Line(Real A, Real B, Real C) // Ax + By = C
  {
    if(eq(A, 0)) a = Point(0, C / B), b = Point(1, C / B);
    else if(eq(B, 0)) b = Point(C / A, 0), b = Point(C / A, 1);
    else a = Point(0, C / B), b = Point(C / A, 0);
  }

  friend ostream &operator<<(ostream &os, Line &p) {
    return os << p.a << " to " << p.b;
  }

  friend istream &operator>>(istream &is, Line &a) {
    return is >> a.a >> a.b;
  }
};

// 線分
// 2 点を結ぶ
struct Segment : Line {
  Segment() = default;
  Segment(Point a, Point b) : Line(a, b) {}
};


// 円
// 中心と半径
struct Circle {
  Point p;
  Real r;

  Circle() = default;

  Circle(Point p, Real r) : p(p), r(r) {}
};

using Points = vector< Point >;
using Polygon = vector< Point >;   // 注意!! 凸多角形は反時計回りに与える.(保証されない場合は面積が負なら reverse をかける)
using Segments = vector< Segment >;
using Lines = vector< Line >;
using Circles = vector< Circle >;

// 外積
Real cross(const Point &a, const Point &b) {
  return real(a) * imag(b) - imag(a) * real(b);
}

// 内積
Real dot(const Point &a, const Point &b) {
  return real(a) * real(b) + imag(a) * imag(b);
}


//          +1
//          
//  +2   a   0   b  -2
//
//          -1
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_1_C&lang=jp
int ccw(const Point &a, Point b, Point c) {
  b = b - a, c = c - a;
  if(cross(b, c) > EPS) return +1;  // "COUNTER_CLOCKWISE"
  if(cross(b, c) < -EPS) return -1; // "CLOCKWISE"
  if(dot(b, c) < 0) return +2;      // "ONLINE_BACK"
  if(norm(b) < norm(c)) return -2;  // "ONLINE_FRONT"
  return 0;                         // "ON_SEGMENT"
}


// 2 直線が平行か
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_2_A
bool parallel(const Line &a, const Line &b) {
  return eq(cross(a.b - a.a, b.b - b.a), 0.0);
}

// 2 直線が垂直か
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_2_A
bool orthogonal(const Line &a, const Line &b) {
  return eq(dot(a.a - a.b, b.a - b.b), 0.0);
}

// 直線 l に 点 p から垂線を下ろして,交わる点を返す
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_1_A
Point projection(const Line &l, const Point &p) {
  double t = dot(p - l.a, l.a - l.b) / norm(l.a - l.b);
  return l.a + (l.a - l.b) * t;
}

// 同じ
// 直線として扱われそう
Point projection(const Segment &l, const Point &p) {
  double t = dot(p - l.a, l.a - l.b) / norm(l.a - l.b);
  return l.a + (l.a - l.b) * t;
}

// 直線 l に対して, 点 p と線対称な位置にある点を返す.
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_1_B
Point reflection(const Line &l, const Point &p) {
  return p + (projection(l, p) - p) * 2.0;
}

// 直線上に点が乗るかどうか
bool intersect(const Line &l, const Point &p) {
  return abs(ccw(l.a, l.b, p)) != 1;
}

// 直線 l と直線 m の交差判定
bool intersect(const Line &l, const Line &m) {
  return abs(cross(l.b - l.a, m.b - m.a)) > EPS || abs(cross(l.b - l.a, m.b - l.a)) < EPS;
}

// 線分上に点があるかどうか
bool intersect(const Segment &s, const Point &p) {
  return ccw(s.a, s.b, p) == 0;
}

// 直線 l と 線分 s の交差判定
bool intersect(const Line &l, const Segment &s) {
  return cross(l.b - l.a, s.a - l.a) * cross(l.b - l.a, s.b - l.a) < EPS;
}

// 点 p と 直線 l との距離
Real distance(const Line &l, const Point &p);

// 円 c と直線 l との交差判定
bool intersect(const Circle &c, const Line &l) {
  return distance(l, c.p) <= c.r + EPS;
}

// 点 p が 円 c 上にあるかどうか
bool intersect(const Circle &c, const Point &p) {
  return abs(abs(p - c.p) - c.r) < EPS;
}


// 線分同士の交差判定
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_2_B
bool intersect(const Segment &s, const Segment &t) {
  return ccw(s.a, s.b, t.a) * ccw(s.a, s.b, t.b) <= 0 && ccw(t.a, t.b, s.a) * ccw(t.a, t.b, s.b) <= 0;
}

// 円 c と 線分 l との交差判定
int intersect(const Circle &c, const Segment &l) {
  if(norm(projection(l, c.p) - c.p) - c.r * c.r > EPS) return 0;
  auto d1 = abs(c.p - l.a), d2 = abs(c.p - l.b);
  if(d1 < c.r + EPS && d2 < c.r + EPS) return 0;
  if(d1 < c.r - EPS && d2 > c.r + EPS || d1 > c.r + EPS && d2 < c.r - EPS) return 1;
  const Point h = projection(l, c.p);
  if(dot(l.a - h, l.b - h) < 0) return 2;
  return 0;
}

// 円同士の交差判定
// 4 := 離れている
// 3 := 外接する
// 2 := 交わる
// 1 := 内接する
// 0 := 内包する
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_7_A&lang=jp
int intersect(Circle c1, Circle c2) {
  if(c1.r < c2.r) swap(c1, c2);
  Real d = abs(c1.p - c2.p);
  if(c1.r + c2.r < d) return 4;
  if(eq(c1.r + c2.r, d)) return 3;
  if(c1.r - c2.r < d) return 2;
  if(eq(c1.r - c2.r, d)) return 1;
  return 0;
}

// 点と点の距離
Real distance(const Point &a, const Point &b) {
  return abs(a - b);
}

// 直線と点の距離
Real distance(const Line &l, const Point &p) {
  return abs(p - projection(l, p));
}

// 直線と直線の距離 (もちろん交わってたら 0)
Real distance(const Line &l, const Line &m) {
  return intersect(l, m) ? 0 : distance(l, m.a);
}

// 線分と点の距離
Real distance(const Segment &s, const Point &p) {
  Point r = projection(s, p);
  if(intersect(s, r)) return abs(r - p);
  return min(abs(s.a - p), abs(s.b - p));
}

// 線分同士の距離
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_2_D
Real distance(const Segment &a, const Segment &b) {
  if(intersect(a, b)) return 0;
  return min({distance(a, b.a), distance(a, b.b), distance(b, a.a), distance(b, a.b)});
}

// 直線と線分の距離
Real distance(const Line &l, const Segment &s) {
  if(intersect(l, s)) return 0;
  return min(distance(l, s.a), distance(l, s.b));
}

// 直線同士の交点を返す (交差することが要請されるのかな (事前にintersect を呼べばいい))
Point crosspoint(const Line &l, const Line &m) {
  Real A = cross(l.b - l.a, m.b - m.a);
  Real B = cross(l.b - l.a, l.b - m.a);
  if(eq(abs(A), 0.0) && eq(abs(B), 0.0)) return m.a;
  return m.a + (m.b - m.a) * B / A;
}

// 線分同士の交点を返す (交差することが要請されるのかな (事前にintersect を呼べばいい))
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_2_C
Point crosspoint(const Segment &l, const Segment &m) {
  return crosspoint(Line(l), Line(m));
}


// 円と直線の交点を返す (交差することが要請されるのかな (事前にintersect を呼べばいい))
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_7_D
pair< Point, Point > crosspoint(const Circle &c, const Line l) {
  Point pr = projection(l, c.p);
  Point e = (l.b - l.a) / abs(l.b - l.a);
  if(eq(distance(l, c.p), c.r)) return {pr, pr};
  double base = sqrt(c.r * c.r - norm(pr - c.p));
  return {pr - e * base, pr + e * base};
}


// 円と線分の交点を返す (交差することが要請されるのかな (事前にintersect を呼べばいい))
pair< Point, Point > crosspoint(const Circle &c, const Segment &l) {
  Line aa = Line(l.a, l.b);
  if(intersect(c, l) == 2) return crosspoint(c, aa);
  auto ret = crosspoint(c, aa);
  if(dot(l.a - ret.first, l.b - ret.first) < 0) ret.second = ret.first;
  else ret.first = ret.second;
  return ret;
}

// 円同士の交点を返す (交差することが要請されるのかな (事前にintersect を呼べばいい))
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_7_E
pair< Point, Point > crosspoint(const Circle &c1, const Circle &c2) {
  Real d = abs(c1.p - c2.p);
  Real a = acos((c1.r * c1.r + d * d - c2.r * c2.r) / (2 * c1.r * d));
  Real t = atan2(c2.p.imag() - c1.p.imag(), c2.p.real() - c1.p.real());
  Point p1 = c1.p + Point(cos(t + a) * c1.r, sin(t + a) * c1.r);
  Point p2 = c1.p + Point(cos(t - a) * c1.r, sin(t - a) * c1.r);
  return {p1, p2};
}

// 点 p から円 C へ接戦を引いた時の、接点を返す
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_7_F
pair< Point, Point > tangent(const Circle &c1, const Point &p2) {
  return crosspoint(c1, Circle(p2, sqrt(norm(c1.p - p2) - c1.r * c1.r)));
}

// 円と円の共通接線を複数返す
// 0 ~ 4 つの可能性がある
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_7_G
Lines tangent(Circle c1, Circle c2) {
  Lines ret;
  if(c1.r < c2.r) swap(c1, c2);
  Real g = norm(c1.p - c2.p);
  if(eq(g, 0)) return ret;
  Point u = (c2.p - c1.p) / sqrt(g);
  Point v = rotate(PI * 0.5, u);
  for(int s : {-1, 1}) {
    Real h = (c1.r + s * c2.r) / sqrt(g);
    if(eq(1 - h * h, 0)) {
      ret.emplace_back(c1.p + u * c1.r, c1.p + (u + v) * c1.r);
    } else if(1 - h * h > 0) {
      Point uu = u * h, vv = v * sqrt(1 - h * h);
      ret.emplace_back(c1.p + (uu + vv) * c1.r, c2.p - (uu + vv) * c2.r * s);
      ret.emplace_back(c1.p + (uu - vv) * c1.r, c2.p - (uu - vv) * c2.r * s);
    }
  }
  return ret;
}

// 多角形が凸かどうかを判定
// 与えられる多角形は反時計回りなことが要請される
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_3_B
bool is_convex(const Polygon &p) {
  int n = (int) p.size();
  for(int i = 0; i < n; i++) {
    if(ccw(p[(i + n - 1) % n], p[i], p[(i + 1) % n]) == -1) return false;
  }
  return true;
}

// 凸包に含まれる点上および辺上の頂点からなる多角形を返す.
// 多角形の開始位置は特に指定がない.
// 反時計回りに返されることは保証されていそう
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_4_A
Polygon convex_hull(Polygon &p) {
  int n = (int) p.size(), k = 0;
  if(n <= 2) return p;
  sort(p.begin(), p.end());
  vector< Point > ch(2 * n);
  for(int i = 0; i < n; ch[k++] = p[i++]) {
    while(k >= 2 && cross(ch[k - 1] - ch[k - 2], p[i] - ch[k - 1]) < 0) --k;
  }
  for(int i = n - 2, t = k + 1; i >= 0; ch[k++] = p[i--]) {
    while(k >= t && cross(ch[k - 1] - ch[k - 2], p[i] - ch[k - 1]) < 0) --k;
  }
  ch.resize(k - 1);
  return ch;
}

// 多角形 Q と点 p との関係を返す
// 0 := OUT
// 1 := ON
// 2 := IN
// 多角形は反時計回りに渡す
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_3_C
enum {
  OUT, ON, IN
};
int contains(const Polygon &Q, const Point &p) {
  bool in = false;
  for(int i = 0; i < Q.size(); i++) {
    Point a = Q[i] - p, b = Q[(i + 1) % Q.size()] - p;
    if(a.imag() > b.imag()) swap(a, b);
    if(a.imag() <= 0 && 0 < b.imag() && cross(a, b) < 0) in = !in;
    if(cross(a, b) == 0 && dot(a, b) <= 0) return ON;
  }
  return in ? IN : OUT;
}

// TODO よくわからん
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=1033
void merge_segments(vector< Segment > &segs) {

  auto merge_if_able = [](Segment &s1, const Segment &s2) {
    if(abs(cross(s1.b - s1.a, s2.b - s2.a)) > EPS) return false;
    if(ccw(s1.a, s2.a, s1.b) == 1 || ccw(s1.a, s2.a, s1.b) == -1) return false;
    if(ccw(s1.a, s1.b, s2.a) == -2 || ccw(s2.a, s2.b, s1.a) == -2) return false;
    s1 = Segment(min(s1.a, s2.a), max(s1.b, s2.b));
    return true;
  };

  for(int i = 0; i < segs.size(); i++) {
    if(segs[i].b < segs[i].a) swap(segs[i].a, segs[i].b);
  }
  for(int i = 0; i < segs.size(); i++) {
    for(int j = i + 1; j < segs.size(); j++) {
      if(merge_if_able(segs[i], segs[j])) {
        segs[j--] = segs.back(), segs.pop_back();
      }
    }
  }
}

// TODO よくわからん
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=1033
vector< vector< int > > segment_arrangement(vector< Segment > &segs, vector< Point > &ps) {
  vector< vector< int > > g;
  int N = (int) segs.size();
  for(int i = 0; i < N; i++) {
    ps.emplace_back(segs[i].a);
    ps.emplace_back(segs[i].b);
    for(int j = i + 1; j < N; j++) {
      const Point p1 = segs[i].b - segs[i].a;
      const Point p2 = segs[j].b - segs[j].a;
      if(cross(p1, p2) == 0) continue;
      if(intersect(segs[i], segs[j])) {
        ps.emplace_back(crosspoint(segs[i], segs[j]));
      }
    }
  }
  sort(begin(ps), end(ps));
  ps.erase(unique(begin(ps), end(ps)), end(ps));

  int M = (int) ps.size();
  g.resize(M);
  for(int i = 0; i < N; i++) {
    vector< int > vec;
    for(int j = 0; j < M; j++) {
      if(intersect(segs[i], ps[j])) {
        vec.emplace_back(j);
      }
    }
    for(int j = 1; j < vec.size(); j++) {
      g[vec[j - 1]].push_back(vec[j]);
      g[vec[j]].push_back(vec[j - 1]);
    }
  }
  return (g);
}


// 直線の進行方向の右側を残す
// Polygon は反時計回りに与える
// Line には一応向きがあるわけで
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_4_C
Polygon convex_cut(const Polygon &U, Line l) {
  Polygon ret;
  for(int i = 0; i < U.size(); i++) {
    Point now = U[i], nxt = U[(i + 1) % U.size()];
    if(ccw(l.a, l.b, now) != -1) ret.push_back(now);
    if(ccw(l.a, l.b, now) * ccw(l.a, l.b, nxt) < 0) {
      ret.push_back(crosspoint(Line(now, nxt), l));
    }
  }
  return (ret);
}


// 多角形の面積
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_3_A
Real area2(const Polygon &p) {
  Real A = 0;
  for(int i = 0; i < p.size(); ++i) {
    A += cross(p[i], p[(i + 1) % p.size()]);
  }
  return A;
}

// 多角形と円の共通部分の面積
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_7_H
Real area2(const Polygon &p, const Circle &c) {
  if(p.size() < 3) return 0.0;
  function< Real(Circle, Point, Point) > cross_area = [&](const Circle &c, const Point &a, const Point &b) {
    Point va = c.p - a, vb = c.p - b;
    Real f = cross(va, vb), ret = 0.0;
    if(eq(f, 0.0)) return ret;
    if(max(abs(va), abs(vb)) < c.r + EPS) return f;
    if(distance(Segment(a, b), c.p) > c.r - EPS) return c.r * c.r * arg(vb * conj(va));
    auto u = crosspoint(c, Segment(a, b));
    vector< Point > tot{a, u.first, u.second, b};
    for(int i = 0; i + 1 < tot.size(); i++) {
      ret += cross_area(c, tot[i], tot[i + 1]);
    }
    return ret;
  };
  Real A = 0;
  for(int i = 0; i < p.size(); i++) {
    A += cross_area(c, p[i], p[(i + 1) % p.size()]);
  }
  return A;
}

// 凸多角形 g の直径を求めよ。ただし、凸多角形の直径とはその最遠頂点対間距離のことである.
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_4_B
Real convex_diameter(const Polygon &p) {
  int N = (int) p.size();
  int is = 0, js = 0;
  for(int i = 1; i < N; i++) {
    if(p[i].imag() > p[is].imag()) is = i;
    if(p[i].imag() < p[js].imag()) js = i;
  }
  Real maxdis = norm(p[is] - p[js]);

  int maxi, maxj, i, j;
  i = maxi = is;
  j = maxj = js;
  do {
    if(cross(p[(i + 1) % N] - p[i], p[(j + 1) % N] - p[j]) >= 0) {
      j = (j + 1) % N;
    } else {
      i = (i + 1) % N;
    }
    if(norm(p[i] - p[j]) > maxdis) {
      maxdis = norm(p[i] - p[j]);
      maxi = i;
      maxj = j;
    }
  } while(i != is || j != js);
  return sqrt(maxdis);
}


// 平面上の n 個の点について、最も近い２点の距離.
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_5_A
Real closest_pair(Points ps) {
  if(ps.size() <= 1) throw (0);
  sort(begin(ps), end(ps));

  auto compare_y = [&](const Point &a, const Point &b) {
    return imag(a) < imag(b);
  };
  vector< Point > beet(ps.size());
  const Real INF = 1e18;

  function< Real(int, int) > rec = [&](int left, int right) {
    if(right - left <= 1) return INF;
    int mid = (left + right) >> 1;
    auto x = real(ps[mid]);
    auto ret = min(rec(left, mid), rec(mid, right));
    inplace_merge(begin(ps) + left, begin(ps) + mid, begin(ps) + right, compare_y);
    int ptr = 0;
    for(int i = left; i < right; i++) {
      if(abs(real(ps[i]) - x) >= ret) continue;
      for(int j = 0; j < ptr; j++) {
        auto luz = ps[i] - beet[ptr - j - 1];
        if(imag(luz) >= ret) break;
        ret = min(ret, abs(luz));
      }
      beet[ptr++] = ps[i];
    }
    return ret;
  };
  return rec(0, (int) ps.size());
}

signed main(){

    while(1){
        int n; cin >> n;
        if(n==0) break;
 
        Polygon p(n);
        for(int i = 0; i < n; i++){
            cin >> p[i];
        }

        double half = area2(p) / 2.0;
 
        double lb = 0;
        double ub = PI;
        if(half > area2(convex_cut(p, Line(Point(0,0), Point(100,0))))){
            lb = PI;
            ub = 2 * PI;
        }
        for(int i = 0; i < 100; i++){
            double mid = (lb +ub) / 2;
            Line cut(Point(0, 0), rotate(mid, Point(100, 0)));
            if(half > area2(convex_cut(p, cut))){
                ub = mid;
            }else{
                lb = mid;
            }
        }

        Point ans = rotate(lb, Point(100, 0));
    
        cout << fixed << setprecision(15);
        cout << ans.real() << " " << ans.imag() << endl;
    }
    return 0;
}


### Prompt

Construct a Cpp code solution to the problem outlined:

Sha, Nero, Eri, and Ko, who entered the University of Aizu Elementary School (Aizu University and Small), decided to participate in a programming contest called IPPC in order to play an active role as a competition programmer. However, IPPCs are required to participate in the contest as a team of three people, and it is not possible to form a team of four people. Therefore, they decided to form a team of two people and participate in a programming contest called IPOCH where two people can participate in one group.

Although the teams have been separated, their abilities are competing and they are good practice partners for each other.

One day their coach bought a whole cake to put in. They decided to eat it at Sha's house. However, when I got home and opened the box, the cake was deformed, and when viewed from above, it looked like a convex polygon instead of a circle. It seems that it was bad to have Nero carry it. There is a strawberry on top of the cake. For the time being, it was decided to cut this cake with a knife in half along a straight line through the strawberries in order to divide it into two teams. It is against their aesthetic sense to take the strawberries first before cutting the cake.

Your job is to divide a convex polygon K given on a two-dimensional plane by a straight line L passing through the origin (0, 0), and then divide the straight line L so that the areas of the two convex polygons created by the division are equal. To determine. If there are more than one, one of them will do.
<image>

Constraints

* All inputs are integers
* 3 ≤ N ≤ 20
* -100 ≤ xi ≤ 100 (1 ≤ i ≤ N)
* -100 ≤ yi ≤ 100 (1 ≤ i ≤ N)
* The number of test cases does not exceed 1,000.

Input

The input consists of multiple test cases. Each test case follows the format below.


N
x1 y1
x2 y2
...
xN yN


N is the number of vertices of the given convex polygon K. The points (xi, yi) (1 ≤ i ≤ N) are all the coordinates of the vertices that make up the convex polygon K and are different from each other. These are given in counterclockwise order. Also, a point on any side of the convex polygon K has a distance of 1 or more from the origin, and the convex polygon K always contains the origin. The end of input is indicated by one line containing one 0. Note that the three different points given by the input, including the origin, can be collinear.

Output

Output the point A (Ax, Ay) on the straight line L in the following format. However, the distance between point A and the origin must be 1 or more.


Ax Ay


When the convex polygon K is divided by the origin and a straight line passing through this point A, the difference in area between the two convex polygons must be less than 10-5. I want the coordinates of point A to be output 15 digits after the decimal point.

Example

Input

4
-100 -100
100 -100
100 100
-100 100
4
-99 -100
100 -100
100 100
-99 100
4
-100 -99
100 -99
100 100
-100 100
14
-99 -70
-92 -79
10 -98
37 -100
62 -95
77 -69
88 -47
92 -10
96 28
100 91
42 92
-62 92
-88 91
-98 64
0


Output

100.000000000000000 0.000000000000000
100.000000000000000 0.000000000000000
0.000000000000000 100.000000000000000
-96.983291994836122 66.745111613942484

### Response

```cpp
#include <iostream>
#include <iomanip>
#include <cstdio>
#include <string>
#include <cstring>
#include <deque>
#include <list>
#include <queue>
#include <stack>
#include <vector>
#include <utility>
#include <algorithm>
#include <map>
#include <set>
#include <complex>
#include <cmath>
#include <limits>
#include <cfloat>
#include <climits>
#include <ctime>
#include <cassert>
#include <numeric>
#include <fstream>
#include <functional>
#include <bitset>

using namespace std;
using Real = double;
using Point = complex<Real>;
const Real EPS = 1e-8, PI = acos(-1);

// 実数同士の比較
inline bool eq(Real a, Real b) { return fabs(b - a) < EPS; }

Point operator*(const Point &p, const Real &d) {
  return Point(real(p) * d, imag(p) * d);
}

// 入力
istream &operator>>(istream &is, Point &p) {
  Real a, b;
  is >> a >> b;
  p = Point(a, b);
  return is;
}

// 出力
ostream &operator<<(ostream &os, Point &p) {
  os << fixed << setprecision(10) << p.real() << " " << p.imag();
}

// 原点を中心として, 点 p を θ 回転すた点を返す
Point rotate(Real theta, const Point &p) {
  return Point(cos(theta) * p.real() - sin(theta) * p.imag(), sin(theta) * p.real() + cos(theta) * p.imag());
}

// ラジアンを度数に変換
Real radian_to_degree(Real r) {
  return (r * 180.0 / PI);
}

// 度数をラジアンに変換
Real degree_to_radian(Real d) {
  return (d * PI / 180.0);
}

// ∠BAC をラジアンで取得
Real get_angle(const Point &a, const Point &b, const Point &c) {
  const Point v(b - a), w(c - a);
  Real alpha = atan2(v.imag(), v.real()), beta = atan2(w.imag(), w.real());
  if(alpha > beta) swap(alpha, beta);
  Real theta = (beta - alpha);
  return min(theta, 2 * acos(-1) - theta);
}

// x軸, y軸の順にソート
namespace std {
  bool operator<(const Point &a, const Point &b) {
    return !eq(a.real(), b.real()) ? a.real() < b.real() : a.imag() < b.imag();
  }
}

// 直線
// 2 点を通る直線
// Ax + By = C  
struct Line {
  Point a, b;

  Line() = default;

  Line(Point a, Point b) : a(a), b(b) {}

  Line(Real A, Real B, Real C) // Ax + By = C
  {
    if(eq(A, 0)) a = Point(0, C / B), b = Point(1, C / B);
    else if(eq(B, 0)) b = Point(C / A, 0), b = Point(C / A, 1);
    else a = Point(0, C / B), b = Point(C / A, 0);
  }

  friend ostream &operator<<(ostream &os, Line &p) {
    return os << p.a << " to " << p.b;
  }

  friend istream &operator>>(istream &is, Line &a) {
    return is >> a.a >> a.b;
  }
};

// 線分
// 2 点を結ぶ
struct Segment : Line {
  Segment() = default;
  Segment(Point a, Point b) : Line(a, b) {}
};


// 円
// 中心と半径
struct Circle {
  Point p;
  Real r;

  Circle() = default;

  Circle(Point p, Real r) : p(p), r(r) {}
};

using Points = vector< Point >;
using Polygon = vector< Point >;   // 注意!! 凸多角形は反時計回りに与える.(保証されない場合は面積が負なら reverse をかける)
using Segments = vector< Segment >;
using Lines = vector< Line >;
using Circles = vector< Circle >;

// 外積
Real cross(const Point &a, const Point &b) {
  return real(a) * imag(b) - imag(a) * real(b);
}

// 内積
Real dot(const Point &a, const Point &b) {
  return real(a) * real(b) + imag(a) * imag(b);
}


//          +1
//          
//  +2   a   0   b  -2
//
//          -1
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_1_C&lang=jp
int ccw(const Point &a, Point b, Point c) {
  b = b - a, c = c - a;
  if(cross(b, c) > EPS) return +1;  // "COUNTER_CLOCKWISE"
  if(cross(b, c) < -EPS) return -1; // "CLOCKWISE"
  if(dot(b, c) < 0) return +2;      // "ONLINE_BACK"
  if(norm(b) < norm(c)) return -2;  // "ONLINE_FRONT"
  return 0;                         // "ON_SEGMENT"
}


// 2 直線が平行か
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_2_A
bool parallel(const Line &a, const Line &b) {
  return eq(cross(a.b - a.a, b.b - b.a), 0.0);
}

// 2 直線が垂直か
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_2_A
bool orthogonal(const Line &a, const Line &b) {
  return eq(dot(a.a - a.b, b.a - b.b), 0.0);
}

// 直線 l に 点 p から垂線を下ろして,交わる点を返す
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_1_A
Point projection(const Line &l, const Point &p) {
  double t = dot(p - l.a, l.a - l.b) / norm(l.a - l.b);
  return l.a + (l.a - l.b) * t;
}

// 同じ
// 直線として扱われそう
Point projection(const Segment &l, const Point &p) {
  double t = dot(p - l.a, l.a - l.b) / norm(l.a - l.b);
  return l.a + (l.a - l.b) * t;
}

// 直線 l に対して, 点 p と線対称な位置にある点を返す.
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_1_B
Point reflection(const Line &l, const Point &p) {
  return p + (projection(l, p) - p) * 2.0;
}

// 直線上に点が乗るかどうか
bool intersect(const Line &l, const Point &p) {
  return abs(ccw(l.a, l.b, p)) != 1;
}

// 直線 l と直線 m の交差判定
bool intersect(const Line &l, const Line &m) {
  return abs(cross(l.b - l.a, m.b - m.a)) > EPS || abs(cross(l.b - l.a, m.b - l.a)) < EPS;
}

// 線分上に点があるかどうか
bool intersect(const Segment &s, const Point &p) {
  return ccw(s.a, s.b, p) == 0;
}

// 直線 l と 線分 s の交差判定
bool intersect(const Line &l, const Segment &s) {
  return cross(l.b - l.a, s.a - l.a) * cross(l.b - l.a, s.b - l.a) < EPS;
}

// 点 p と 直線 l との距離
Real distance(const Line &l, const Point &p);

// 円 c と直線 l との交差判定
bool intersect(const Circle &c, const Line &l) {
  return distance(l, c.p) <= c.r + EPS;
}

// 点 p が 円 c 上にあるかどうか
bool intersect(const Circle &c, const Point &p) {
  return abs(abs(p - c.p) - c.r) < EPS;
}


// 線分同士の交差判定
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_2_B
bool intersect(const Segment &s, const Segment &t) {
  return ccw(s.a, s.b, t.a) * ccw(s.a, s.b, t.b) <= 0 && ccw(t.a, t.b, s.a) * ccw(t.a, t.b, s.b) <= 0;
}

// 円 c と 線分 l との交差判定
int intersect(const Circle &c, const Segment &l) {
  if(norm(projection(l, c.p) - c.p) - c.r * c.r > EPS) return 0;
  auto d1 = abs(c.p - l.a), d2 = abs(c.p - l.b);
  if(d1 < c.r + EPS && d2 < c.r + EPS) return 0;
  if(d1 < c.r - EPS && d2 > c.r + EPS || d1 > c.r + EPS && d2 < c.r - EPS) return 1;
  const Point h = projection(l, c.p);
  if(dot(l.a - h, l.b - h) < 0) return 2;
  return 0;
}

// 円同士の交差判定
// 4 := 離れている
// 3 := 外接する
// 2 := 交わる
// 1 := 内接する
// 0 := 内包する
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_7_A&lang=jp
int intersect(Circle c1, Circle c2) {
  if(c1.r < c2.r) swap(c1, c2);
  Real d = abs(c1.p - c2.p);
  if(c1.r + c2.r < d) return 4;
  if(eq(c1.r + c2.r, d)) return 3;
  if(c1.r - c2.r < d) return 2;
  if(eq(c1.r - c2.r, d)) return 1;
  return 0;
}

// 点と点の距離
Real distance(const Point &a, const Point &b) {
  return abs(a - b);
}

// 直線と点の距離
Real distance(const Line &l, const Point &p) {
  return abs(p - projection(l, p));
}

// 直線と直線の距離 (もちろん交わってたら 0)
Real distance(const Line &l, const Line &m) {
  return intersect(l, m) ? 0 : distance(l, m.a);
}

// 線分と点の距離
Real distance(const Segment &s, const Point &p) {
  Point r = projection(s, p);
  if(intersect(s, r)) return abs(r - p);
  return min(abs(s.a - p), abs(s.b - p));
}

// 線分同士の距離
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_2_D
Real distance(const Segment &a, const Segment &b) {
  if(intersect(a, b)) return 0;
  return min({distance(a, b.a), distance(a, b.b), distance(b, a.a), distance(b, a.b)});
}

// 直線と線分の距離
Real distance(const Line &l, const Segment &s) {
  if(intersect(l, s)) return 0;
  return min(distance(l, s.a), distance(l, s.b));
}

// 直線同士の交点を返す (交差することが要請されるのかな (事前にintersect を呼べばいい))
Point crosspoint(const Line &l, const Line &m) {
  Real A = cross(l.b - l.a, m.b - m.a);
  Real B = cross(l.b - l.a, l.b - m.a);
  if(eq(abs(A), 0.0) && eq(abs(B), 0.0)) return m.a;
  return m.a + (m.b - m.a) * B / A;
}

// 線分同士の交点を返す (交差することが要請されるのかな (事前にintersect を呼べばいい))
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_2_C
Point crosspoint(const Segment &l, const Segment &m) {
  return crosspoint(Line(l), Line(m));
}


// 円と直線の交点を返す (交差することが要請されるのかな (事前にintersect を呼べばいい))
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_7_D
pair< Point, Point > crosspoint(const Circle &c, const Line l) {
  Point pr = projection(l, c.p);
  Point e = (l.b - l.a) / abs(l.b - l.a);
  if(eq(distance(l, c.p), c.r)) return {pr, pr};
  double base = sqrt(c.r * c.r - norm(pr - c.p));
  return {pr - e * base, pr + e * base};
}


// 円と線分の交点を返す (交差することが要請されるのかな (事前にintersect を呼べばいい))
pair< Point, Point > crosspoint(const Circle &c, const Segment &l) {
  Line aa = Line(l.a, l.b);
  if(intersect(c, l) == 2) return crosspoint(c, aa);
  auto ret = crosspoint(c, aa);
  if(dot(l.a - ret.first, l.b - ret.first) < 0) ret.second = ret.first;
  else ret.first = ret.second;
  return ret;
}

// 円同士の交点を返す (交差することが要請されるのかな (事前にintersect を呼べばいい))
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_7_E
pair< Point, Point > crosspoint(const Circle &c1, const Circle &c2) {
  Real d = abs(c1.p - c2.p);
  Real a = acos((c1.r * c1.r + d * d - c2.r * c2.r) / (2 * c1.r * d));
  Real t = atan2(c2.p.imag() - c1.p.imag(), c2.p.real() - c1.p.real());
  Point p1 = c1.p + Point(cos(t + a) * c1.r, sin(t + a) * c1.r);
  Point p2 = c1.p + Point(cos(t - a) * c1.r, sin(t - a) * c1.r);
  return {p1, p2};
}

// 点 p から円 C へ接戦を引いた時の、接点を返す
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_7_F
pair< Point, Point > tangent(const Circle &c1, const Point &p2) {
  return crosspoint(c1, Circle(p2, sqrt(norm(c1.p - p2) - c1.r * c1.r)));
}

// 円と円の共通接線を複数返す
// 0 ~ 4 つの可能性がある
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_7_G
Lines tangent(Circle c1, Circle c2) {
  Lines ret;
  if(c1.r < c2.r) swap(c1, c2);
  Real g = norm(c1.p - c2.p);
  if(eq(g, 0)) return ret;
  Point u = (c2.p - c1.p) / sqrt(g);
  Point v = rotate(PI * 0.5, u);
  for(int s : {-1, 1}) {
    Real h = (c1.r + s * c2.r) / sqrt(g);
    if(eq(1 - h * h, 0)) {
      ret.emplace_back(c1.p + u * c1.r, c1.p + (u + v) * c1.r);
    } else if(1 - h * h > 0) {
      Point uu = u * h, vv = v * sqrt(1 - h * h);
      ret.emplace_back(c1.p + (uu + vv) * c1.r, c2.p - (uu + vv) * c2.r * s);
      ret.emplace_back(c1.p + (uu - vv) * c1.r, c2.p - (uu - vv) * c2.r * s);
    }
  }
  return ret;
}

// 多角形が凸かどうかを判定
// 与えられる多角形は反時計回りなことが要請される
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_3_B
bool is_convex(const Polygon &p) {
  int n = (int) p.size();
  for(int i = 0; i < n; i++) {
    if(ccw(p[(i + n - 1) % n], p[i], p[(i + 1) % n]) == -1) return false;
  }
  return true;
}

// 凸包に含まれる点上および辺上の頂点からなる多角形を返す.
// 多角形の開始位置は特に指定がない.
// 反時計回りに返されることは保証されていそう
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_4_A
Polygon convex_hull(Polygon &p) {
  int n = (int) p.size(), k = 0;
  if(n <= 2) return p;
  sort(p.begin(), p.end());
  vector< Point > ch(2 * n);
  for(int i = 0; i < n; ch[k++] = p[i++]) {
    while(k >= 2 && cross(ch[k - 1] - ch[k - 2], p[i] - ch[k - 1]) < 0) --k;
  }
  for(int i = n - 2, t = k + 1; i >= 0; ch[k++] = p[i--]) {
    while(k >= t && cross(ch[k - 1] - ch[k - 2], p[i] - ch[k - 1]) < 0) --k;
  }
  ch.resize(k - 1);
  return ch;
}

// 多角形 Q と点 p との関係を返す
// 0 := OUT
// 1 := ON
// 2 := IN
// 多角形は反時計回りに渡す
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_3_C
enum {
  OUT, ON, IN
};
int contains(const Polygon &Q, const Point &p) {
  bool in = false;
  for(int i = 0; i < Q.size(); i++) {
    Point a = Q[i] - p, b = Q[(i + 1) % Q.size()] - p;
    if(a.imag() > b.imag()) swap(a, b);
    if(a.imag() <= 0 && 0 < b.imag() && cross(a, b) < 0) in = !in;
    if(cross(a, b) == 0 && dot(a, b) <= 0) return ON;
  }
  return in ? IN : OUT;
}

// TODO よくわからん
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=1033
void merge_segments(vector< Segment > &segs) {

  auto merge_if_able = [](Segment &s1, const Segment &s2) {
    if(abs(cross(s1.b - s1.a, s2.b - s2.a)) > EPS) return false;
    if(ccw(s1.a, s2.a, s1.b) == 1 || ccw(s1.a, s2.a, s1.b) == -1) return false;
    if(ccw(s1.a, s1.b, s2.a) == -2 || ccw(s2.a, s2.b, s1.a) == -2) return false;
    s1 = Segment(min(s1.a, s2.a), max(s1.b, s2.b));
    return true;
  };

  for(int i = 0; i < segs.size(); i++) {
    if(segs[i].b < segs[i].a) swap(segs[i].a, segs[i].b);
  }
  for(int i = 0; i < segs.size(); i++) {
    for(int j = i + 1; j < segs.size(); j++) {
      if(merge_if_able(segs[i], segs[j])) {
        segs[j--] = segs.back(), segs.pop_back();
      }
    }
  }
}

// TODO よくわからん
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=1033
vector< vector< int > > segment_arrangement(vector< Segment > &segs, vector< Point > &ps) {
  vector< vector< int > > g;
  int N = (int) segs.size();
  for(int i = 0; i < N; i++) {
    ps.emplace_back(segs[i].a);
    ps.emplace_back(segs[i].b);
    for(int j = i + 1; j < N; j++) {
      const Point p1 = segs[i].b - segs[i].a;
      const Point p2 = segs[j].b - segs[j].a;
      if(cross(p1, p2) == 0) continue;
      if(intersect(segs[i], segs[j])) {
        ps.emplace_back(crosspoint(segs[i], segs[j]));
      }
    }
  }
  sort(begin(ps), end(ps));
  ps.erase(unique(begin(ps), end(ps)), end(ps));

  int M = (int) ps.size();
  g.resize(M);
  for(int i = 0; i < N; i++) {
    vector< int > vec;
    for(int j = 0; j < M; j++) {
      if(intersect(segs[i], ps[j])) {
        vec.emplace_back(j);
      }
    }
    for(int j = 1; j < vec.size(); j++) {
      g[vec[j - 1]].push_back(vec[j]);
      g[vec[j]].push_back(vec[j - 1]);
    }
  }
  return (g);
}


// 直線の進行方向の右側を残す
// Polygon は反時計回りに与える
// Line には一応向きがあるわけで
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_4_C
Polygon convex_cut(const Polygon &U, Line l) {
  Polygon ret;
  for(int i = 0; i < U.size(); i++) {
    Point now = U[i], nxt = U[(i + 1) % U.size()];
    if(ccw(l.a, l.b, now) != -1) ret.push_back(now);
    if(ccw(l.a, l.b, now) * ccw(l.a, l.b, nxt) < 0) {
      ret.push_back(crosspoint(Line(now, nxt), l));
    }
  }
  return (ret);
}


// 多角形の面積
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_3_A
Real area2(const Polygon &p) {
  Real A = 0;
  for(int i = 0; i < p.size(); ++i) {
    A += cross(p[i], p[(i + 1) % p.size()]);
  }
  return A;
}

// 多角形と円の共通部分の面積
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_7_H
Real area2(const Polygon &p, const Circle &c) {
  if(p.size() < 3) return 0.0;
  function< Real(Circle, Point, Point) > cross_area = [&](const Circle &c, const Point &a, const Point &b) {
    Point va = c.p - a, vb = c.p - b;
    Real f = cross(va, vb), ret = 0.0;
    if(eq(f, 0.0)) return ret;
    if(max(abs(va), abs(vb)) < c.r + EPS) return f;
    if(distance(Segment(a, b), c.p) > c.r - EPS) return c.r * c.r * arg(vb * conj(va));
    auto u = crosspoint(c, Segment(a, b));
    vector< Point > tot{a, u.first, u.second, b};
    for(int i = 0; i + 1 < tot.size(); i++) {
      ret += cross_area(c, tot[i], tot[i + 1]);
    }
    return ret;
  };
  Real A = 0;
  for(int i = 0; i < p.size(); i++) {
    A += cross_area(c, p[i], p[(i + 1) % p.size()]);
  }
  return A;
}

// 凸多角形 g の直径を求めよ。ただし、凸多角形の直径とはその最遠頂点対間距離のことである.
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_4_B
Real convex_diameter(const Polygon &p) {
  int N = (int) p.size();
  int is = 0, js = 0;
  for(int i = 1; i < N; i++) {
    if(p[i].imag() > p[is].imag()) is = i;
    if(p[i].imag() < p[js].imag()) js = i;
  }
  Real maxdis = norm(p[is] - p[js]);

  int maxi, maxj, i, j;
  i = maxi = is;
  j = maxj = js;
  do {
    if(cross(p[(i + 1) % N] - p[i], p[(j + 1) % N] - p[j]) >= 0) {
      j = (j + 1) % N;
    } else {
      i = (i + 1) % N;
    }
    if(norm(p[i] - p[j]) > maxdis) {
      maxdis = norm(p[i] - p[j]);
      maxi = i;
      maxj = j;
    }
  } while(i != is || j != js);
  return sqrt(maxdis);
}


// 平面上の n 個の点について、最も近い２点の距離.
// http://judge.u-aizu.ac.jp/onlinejudge/description.jsp?id=CGL_5_A
Real closest_pair(Points ps) {
  if(ps.size() <= 1) throw (0);
  sort(begin(ps), end(ps));

  auto compare_y = [&](const Point &a, const Point &b) {
    return imag(a) < imag(b);
  };
  vector< Point > beet(ps.size());
  const Real INF = 1e18;

  function< Real(int, int) > rec = [&](int left, int right) {
    if(right - left <= 1) return INF;
    int mid = (left + right) >> 1;
    auto x = real(ps[mid]);
    auto ret = min(rec(left, mid), rec(mid, right));
    inplace_merge(begin(ps) + left, begin(ps) + mid, begin(ps) + right, compare_y);
    int ptr = 0;
    for(int i = left; i < right; i++) {
      if(abs(real(ps[i]) - x) >= ret) continue;
      for(int j = 0; j < ptr; j++) {
        auto luz = ps[i] - beet[ptr - j - 1];
        if(imag(luz) >= ret) break;
        ret = min(ret, abs(luz));
      }
      beet[ptr++] = ps[i];
    }
    return ret;
  };
  return rec(0, (int) ps.size());
}

signed main(){

    while(1){
        int n; cin >> n;
        if(n==0) break;
 
        Polygon p(n);
        for(int i = 0; i < n; i++){
            cin >> p[i];
        }

        double half = area2(p) / 2.0;
 
        double lb = 0;
        double ub = PI;
        if(half > area2(convex_cut(p, Line(Point(0,0), Point(100,0))))){
            lb = PI;
            ub = 2 * PI;
        }
        for(int i = 0; i < 100; i++){
            double mid = (lb +ub) / 2;
            Line cut(Point(0, 0), rotate(mid, Point(100, 0)));
            if(half > area2(convex_cut(p, cut))){
                ub = mid;
            }else{
                lb = mid;
            }
        }

        Point ans = rotate(lb, Point(100, 0));
    
        cout << fixed << setprecision(15);
        cout << ans.real() << " " << ans.imag() << endl;
    }
    return 0;
}


```