Go: package main

import (
	"bufio"
	"os"
	"strconv"
	"fmt"
	"strings"
)

var scanner = bufio.NewScanner(os.Stdin)

func nextInt() int {
	scanner.Scan()
	i, e := strconv.Atoi(scanner.Text())
	if e != nil {
		panic(e)
	}
	return i
}

func main() {
	n := nextInt()
	for i := 0; i < n; i++ {
		scanner.Scan()
		points := strings.Split(scanner.Text(), " ")
		fpoints := make([]float64, 0)
		for _, v := range points {
			tmp, _ := strconv.ParseFloat(v, 64)
			fpoints = append(fpoints, tmp)
		}
		if fpoints[0] == fpoints[2] && fpoints[4] == fpoints[6] {
			fmt.Println("YES")
		} else {
			a := (fpoints[1] - fpoints[3]) / (fpoints[0] - fpoints[2])
			b := (fpoints[5] - fpoints[7]) / (fpoints[4] - fpoints[6])
			if a == b {
				fmt.Println("YES")
			} else {
				fmt.Println("NO")
			}
		}
	}
}

C++: #include <algorithm>
#include <cmath>
#include <cstdio>

using namespace std;

int main() {
  int n;
  scanf("%d", &n);
  for (int i = 0; i < n; ++i) {
    double x1, y1, x2, y2, x3, y3, x4, y4;
    scanf(
        "%lf %lf %lf %lf %lf %lf %lf %lf",
        &x1, &y1, &x2, &y2, &x3, &y3, &x4, &y4);

    double v1x = x1 - x2, v1y = y1 - y2;
    double v2x = x3 - x4, v2y = y3 - y4;
    if (v1x * v2x < 0 && v1y * v2y < 0) {
      v2x *= -1;
      v2y *= -1;
    }
    double z1 = sqrt(v1x * v1x + v1y * v1y);
    v1x /= z1;
    v1y /= z1;
    double z2 = sqrt(v2x * v2x + v2y * v2y);
    v2x /= z2;
    v2y /= z2;

    puts(
        abs(sqrt(v1x * v2x + v1y * v2y) - 1.0) < 0.000001 ? "YES" : "NO");
  }

  return 0;
}

C++: #include <iostream>
using namespace std;

int main(){
	int N;
	double x1, y1, x2, y2, x3, y3, x4, y4;
	double dx1, dy1, dx2, dy2;
	
	cin >> N;
	
	for(int i = 0; i < N; i++){
		cin >> x1 >> y1 >> x2 >> y2 >> x3 >> y3 >> x4 >> y4;
		dx1 = x2 - x1; dy1 = y2 - y1;
		dx2 = x4 - x3; dy2 = y4 - y3;
		if(dy1 / dx1 == dy2 * dx2) cout << "YES" << endl;
		else cout << "NO" << endl;
		
		//cout << dx1 * dy2 << " " << dx2 * dy1 << endl;
	}
	
	return 0;
}

C++: #include <iostream>
#include <string>
#include <vector>
#include <cmath>
#include <algorithm>
#include <cstdlib>
#include <ctime>
#include <cstdio>
#include <functional>
#include <complex>

using namespace std;

int main()
{
	int n;
	double x[4],y[4];

	cin>>n;

	for(int i=0;i<n;i++){
		for(int j=0;j<4;j++) cin>>x[j]>>y[j];
		
		if( (x[0]==x[1] && x[2]==x[3])
		 || ( (y[1]-y[0])/(x[1]-x[0])==(y[3]-y[2])/(x[3]-x[2]) ) ) cout<<"YES"<<endl;
		else cout<<"NO"<<endl;
	}

	return 0;
}

C++: #include <iostream>
#include <cmath>
using namespace std;
#define EPS 1e-10

int main(){
  int n;
  double x1,x2,x3,x4,y1,y2,y3,y4;
  cin >> n;
  while(n--){
    cin >> x1 >> y1 >> x2 >> y2 >> x3 >> y3 >> x4 >> y4;
    if(abs((x4-x3)*(y2-y1) - (x2-x1)*(y4-y2)) < EPS) cout << "YES" << endl;
    else cout << "NO" << endl;
  }
}

C++:  
 #include<iostream>
 #include<stdio.h>
 #include<string>
 #include<math.h>
 #include<iomanip>
 #include<algorithm>
 #include<string.h>
 #include<cctype>
 #include<map>
 #include<set>
 #include<vector>
 #include<sstream>
 #include<stack>
 
 using namespace std;
 
 double abs(double x)
 {
   if(x<0) return -x;
   else return x;       
 }
  
 int main()
 {
   double x1,y1,x2,y2,x3,y3,x4,y4;
   int n;
   cin>>n;
   while(n--)
   {
     cin>>x1>>y1>>x2>>y2>>x3>>y3>>x4>>y4;
    
       double k1=(y2-y1)/(x2-x1);
       double k2=(y4-y3)/(x4-x3);
       double judge=(x2-x1)*(y4-y3)-(y2-y1)*(x4-x3);
       if((abs(judge)<0.000000000001)) cout<<"YES"<<endl;
       else cout<<"NO"<<endl;     
           
   }
   //while(1);      
   return 0;    
 }

C++: #include <bits/stdc++.h>

using namespace std;

class D3
{
public:
	long double X , Y , Z , EPS;

	D3(long double x_ = 0.0L , long double y_ = 0.0L , long double z_ = 0.0L)
	{
		X = x_;
		Y = y_;
		Z = z_;
		EPS = 1e-9L;
	}

	bool operator== (D3 Partner)
	{
		return abs(X - Partner.X) < EPS&&abs(Y - Partner.Y) < EPS&&abs(Z - Partner.Z) < EPS;
	}

	D3 operator*(long double ld)
	{
		return D3(X*ld , Y*ld , Z*ld);
	}

	D3 operator/(long double ld)
	{
		return  *this*( ld*-1.L );
	}
};

class Point :private D3
{

public:
	Point(long double x_ = 0.0L , long double y_ = 0.0L , long double z_ = 0.0L)
	{
		X = x_;
		Y = y_;
		Z = z_;
	}

	//x??§?¨??????????
	long double getX()
	{
		return X;
	}

	//y??§?¨??????????
	long double getY()
	{
		return Y;
	}

	//z??§?¨??????????
	long double getZ()
	{
		return Z;
	}

	bool operator== (Point Partner)
	{
		return *this == Partner;
	}
};

class Vec
{
private:
	Point SP;//Starting Point
	D3 Direction;

	//??????????????¨?§???????????????????????????????
	Vec(D3 Direction_ , Point SP_)
	{
		Direction = Direction_;
		SP = SP_;
	}
public:

	//?§??????¨???????????????????????????????????????????????????
	Vec(long double x_ = 0.0L , long double y_ = 0.0L , long double z_ = 0.0L , Point SP_ = Point())
	{
		*this = Vec(D3(x_ , y_ , z_) , SP_);
	}

	Vec operator+(Vec Partner)
	{
		return Vec(Direction.X + Partner.Direction.X , Direction.Y + Partner.Direction.Y , Direction.Z + Partner.Direction.Z , SP);
	}

	Vec operator*(Vec Partner)
	{
		return Vec(Direction.X * Partner.Direction.X , Direction.Y * Partner.Direction.Y , Direction.Z * Partner.Direction.Z , SP);
	}

	Vec operator*(long double ld)
	{
		return Vec(Direction*ld , SP);
	}

	Vec operator-(Vec Partner)
	{
		return *this + ( Partner*( -1.L ) );
	}

	Vec operator/(Vec Partner)
	{
		return Vec(Direction.X / Partner.Direction.X , Direction.Y / Partner.Direction.Y , Direction.Z / Partner.Direction.Z , SP);
	}

	Vec operator/(long double ld)
	{
		return *this*( 1.L / ld );
	}

	bool operator== (Vec Partner)
	{
		return Direction == Partner.Direction&&SP == Partner.SP;
	}


	//??????
	Vec Cross_product(Vec partner)
	{
		return Vec(Direction.Y*partner.Direction.Z - Direction.Z*partner.Direction.Y , Direction.Z*partner.Direction.X - Direction.X*partner.Direction.Z , Direction.X*partner.Direction.Y - Direction.Y*partner.Direction.X);
	}

	//??????
	double Inner_product(Vec partner)
	{
		return Direction.X*partner.Direction.X + Direction.Y*partner.Direction.Y + Direction.Z*partner.Direction.Z;
	}


	//???????????????????????????????????????
	Vec(Point A , Point B)
	{
		*this = Vec(A.getX() - B.getX() , A.getY() - B.getY() , A.getZ() - B.getZ() , B);
	}

	//?§?????????????
	Point getSP()
	{
		return SP;
	}

	//???????????????
	Point getGP()
	{
		return Point(SP.getX() + Direction.X , SP.getZ() + Direction.Z , SP.getZ() + Direction.Z);
	}

	//???????????????
	D3 getDirection()
	{
		return Direction;
	}

	//???????????????
	long double length()
	{
		return sqrtl(Direction.X*Direction.X + Direction.Y*Direction.Y + Direction.Z*Direction.Z);
	}

	//??????????????????(??????1)?????????
	Vec Unit_vec()
	{
		return Vec(*this) / ( *this ).length();
	}

	//????????????????????????
	Vec Inverse_vec()
	{
		return ( *this )*-1.L;
	}

	//?????´????????????
	bool Vertical(Vec Partner)
	{
		return ( *this ).Inner_product(Partner) == 0;
	}

	//??????????????????
	bool Parallel(Vec Partner)
	{
		return ( *this ).Unit_vec().getDirection() == Partner.Unit_vec().getDirection() || ( *this ).Unit_vec().Inverse_vec().getDirection() == Partner.Unit_vec().getDirection();
	}

};

int main()
{
	int N;
	cin>>N;
	for(size_t i = 0; i < N; i++)
	{
		long double D[8];
		for(size_t j = 0; j < 8; j++)
		{
			cin>>D[j];
		}
		Vec AB(Point(D[0],D[1]),Point(D[2],D[3])),CD(Point(D[4],D[5]),Point(D[6],D[7]));
		if(AB.Parallel(CD))
		{
			cout<<"YES"<<endl;
		} else
		{
			cout<<"NO"<<endl;
		}
	}
	return 0;
}

C++: #include <iostream>
#include <complex>
#include <cmath>
using namespace std;

int main() {
	typedef complex<double> com;
	int n;
	double x1, y1, x2, y2, x3, y3, x4, y4;
	cin >> n;
	for ( int i = 0; i < n; i++ ) {
		cin >> x1 >> y1 >> x2 >> y2 >> x3 >> y3 >> x4 >> y4;
		if ( - 1e-10 < ( conj( com( x2 - x1, y2 - y1 ) ) * com( x4 - x3, y4 - y3 ) ).imag() < 1e-10 )
			cout << "YES" << endl;
		else
			cout << "NO" << endl;
	}
}