Go: package main

import (
	"fmt"
	"math"
)

func main() {
	n := scanInt()
	for i := 0; i < n; i++ {
		circleTriangle()
	}
}

func scanInt() int {
	var n int
	fmt.Scanf("%d", &n)
	return n
}

func circleTriangle() {
	var x1, y1, x2, y2, x3, y3 float64
	fmt.Scanf("%f%f%f%f%f%f", &x1, &y1, &x2, &y2, &x3, &y3)
	a := 2 * (x1 - x2)
	b := 2 * (y1 - y2)
	c := 2 * (x1 - x3)
	d := 2 * (y1 - y3)
	e := x1*x1 - x2*x2 + y1*y1 - y2*y2
	f := x1*x1 - x3*x3 + y1*y1 - y3*y3

	px := (d*e - b*f) / (a*d - b*c)
	py := (a*f - c*e) / (a*d - b*c)

	r := math.Sqrt((x1-px)*(x1-px) + (y1-py)*(y1-py))
	fmt.Printf("%.3f %.3f %.3f\n", px, py, r)
}

C++: #include <cmath>
#include <cstdio>
#include <vector>
#include <iostream>
#include <algorithm>
using namespace std;
// ------ Classes ------ //
class Point {
public:
	long double px, py;
	Point() : px(0), py(0) {};
	Point(long double px_, long double py_) : px(px_), py(py_) {};
	bool operator==(const Point& p) const { return px == p.px && py == p.py; }
	bool operator!=(const Point& p) const { return px != p.px || py != p.py; }
	bool operator<(const Point& p) const { return px < p.px ? true : (px == p.px && py < p.py); }
	bool operator>(const Point& p) const { return px > p.px ? true : (px == p.px && py > p.py); }
	bool operator<=(const Point& p) const { return !(Point(px, py) > p); }
	bool operator>=(const Point& p) const { return !(Point(px, py) < p); }
	Point operator+(const Point& p) const { return Point(px + p.px, py + p.py); }
	Point operator-(const Point& p) const { return Point(px - p.px, py - p.py); }
	Point operator/(long double d) const { return Point(px / d, py / d); }
	friend Point operator*(const Point p, long double d) { return Point(p.px * d, p.py * d); }
	friend Point operator*(long double d, const Point& p) { return p * d; }
	Point& operator+=(const Point& p1) { px += p1.px, py += p1.py; return *this; }
	Point& operator-=(const Point& p1) { px -= p1.px, py -= p1.py; return *this; }
	Point& operator*=(long double d) { px *= d, py *= d; return *this; }
	Point& operator/=(long double d) { px /= d, py /= d; return *this; }
};
class Circle {
public:
	Point p; long double r;
	Circle() : p(Point()), r(0.0L) {};
	Circle(Point p_) : p(p_), r(0.0L) {};
	Circle(Point p_, long double r_) : p(p_), r(r_) {};
	Circle(long double x_, long double y_) : p(Point(x_, y_)), r(0.0L) {};
	Circle(long double x_, long double y_, long double r_) : p(Point(x_, y_)), r(r_) {};
	bool operator==(const Circle& c) const { return p == c.p && r == c.r; }
	bool operator!=(const Circle& c) const { return !(Circle(p, r) == c); }
};
// ------ Functions ------ //
long double norm(const Point& a) { return a.px * a.px + a.py * a.py; }
long double abs(const Point& a) { return sqrtl(norm(a)); }
long double arg(const Point& a) { return atan2l(a.py, a.px); }
long double dot(const Point& a, const Point& b) { return a.px * b.px + a.py * b.py; }
long double crs(const Point& a, const Point& b) { return a.px * b.py - a.py * b.px; }
long double dst(const Point& a, const Point& b) { return abs(b - a); }
Point pol(long double r, long double d) { return Point(cosl(d) * r, sinl(d) * r); }
vector<Point> crp(Circle c1, Circle c2) {
	double d = abs(c1.p - c2.p);
	double a = acos((c1.r * c1.r + d * d - c2.r * c2.r) / (2 * c1.r * d));
	double t = arg(c2.p - c1.p);
	return{ c1.p + pol(c1.r, t + a), c1.p + pol(c1.r, t - a) };
}
// ------ Main ------ //
int n; Point p1, p2, p3;
int main() {
	cin >> n;
	for (int i = 0; i < n; i++) {
		cin >> p1.px >> p1.py >> p2.px >> p2.py >> p3.px >> p3.py;
		long double d1 = dst(p1, p2), d2 = dst(p2, p3), d3 = dst(p3, p1);
		long double r = d1 * d2 * d3 / sqrtl((d1 + d2 + d3) * (d1 + d2 - d3) * (d2 + d3 - d1) * (d3 + d1 - d2));
		vector<Point> v = crp(Circle(p1, r), Circle(p2, r));
		for (int j = 0; j < v.size(); j++) {
			long double d4 = dst(v[j], p3);
			if (d4 - 1e-10 <= r && r <= d4 + 1e-10) {
				if (-0.00049999L <= v[j].px && v[j].px < 0.00049999L) v[j].px = 0.0L;
				if (-0.00049999L <= v[j].py && v[j].py < 0.00049999L) v[j].py = 0.0L;
				printf("%.3Lf %.3Lf %.3Lf\n", v[j].px, v[j].py, r); break;
			}
		}
	}
	return 0;
}

C++: // clang-format off
#include <bits/stdc++.h>
#define int long long
#define main signed main()
// #define main int main()
#define loop(i, a, n) for (int i = (a); i < (n); i++)
#define rep(i, n) loop(i, 0, n)
#define all(v) (v).begin(), (v).end()
#define rall(v) (v).rbegin(), (v).rend()
#define prec(n) fixed << setprecision(n)
#define stlice(from, to) substr(from, (to) - (from) + 1)
#define pb push_back
#define mp make_pair
#define mt make_tuple
#define fi first
#define se second
using namespace std;
using pii = pair<int, int>;
using vi = vector<int>;
using vd = vector<double>;
using vc = vector<char>;
using vb = vector<bool>;
using vs = vector<string>;
using vpii = vector<pii>;
using vvi = vector<vi>;
using vvb = vector<vb>;
using vvpii = vector<vpii>;
template<typename A> using fn = function<A>;
constexpr int INF = sizeof(int) == sizeof(long long) ? 1000000000000000000LL : 1000000000;
constexpr int MOD = 1000000007;
constexpr double PI = acos(-1);
template<typename A, typename B> bool cmin(A &a, const B &b) { return a > b ? (a = b, true) : false; }
template<typename A, typename B> bool cmax(A &a, const B &b) { return a < b ? (a = b, true) : false; }
constexpr bool odd(const int &n) { return n & 1; }
constexpr bool even(const int &n) { return !odd(n); }
template<typename V> constexpr typename V::value_type sum(const V &v) { return accumulate(all(v), 0); }
void solve();
main { solve(); return 0; }
// clang-format on

double floorp(double x, int prec) {
  double t = pow(10, prec);
  return double((int) (x * t)) / t;
}

double f(double x) {
  return x * x;
}

template<typename T>
constexpr T det2(const T &a1, const T &a2, const T &b1, const T &b2) {
  return a1 * b2 - b1 * a2;
}

void solve() {
  int n;
  cin >> n;
  rep(i, n) {
    double x1, y1, x2, y2, x3, y3;
    cin >> x1 >> y1 >> x2 >> y2 >> x3 >> y3;
    double npx = det2(y2 - y1, y3 - y1, f(x1) - f(x2) + f(y1) - f(y2), f(x1) - f(x3) + f(y1) - f(y3));
    double npy = det2(y2 - y1, y3 - y1, f(x1) - f(x2) + f(y1) - f(y2), f(x1) - f(x3) + f(y1) - f(y3));
    double dp  = 2 * det2(x2 - x1, x3 - x1, y2 - y1, y3 - y1);
    double px = npx / dp, py = npy / dp;
    double r = sqrt(f(px - x1) + f(py - y1));
    cout << prec(3) << floorp(px, 3) << ' ' << floorp(py, 3) << ' ' << floorp(r, 3) << endl;
  }
}

C++: #include <iostream>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>

using namespace std;

int main() {
    int n;
    cin >> n;
    for (int i = 0; i < n; ++i) {
        double x1, y1, x2, y2, x3, y3;
        cin >> x1 >> y1 >> x2 >> y2 >> x3 >> y3;

        double a1 = 2 * (x2 - x1), a2 = 2 * (x3 - x1),
               b1 = 2 * (y2 - y1), b2 = 2 * (y3 - y1),
               c1 = x1 * x1 - x2 * x2 + y1 * y1 - y2 * y2,
               c2 = x1 * x1 - x3 * x3 + y1 * y1 - y3 * y3,
               px = (b1 * c2 - b2 * c1) / (a1 * b2 - a2 * b1),
               py = (c1 * a2 - c2 * a1) / (a1 * b2 - a2 * b1),
               r = sqrt(pow(x1 - px, 2) + pow(y1 - py, 2));
        printf("%.3f %.3f %.3f\n", px, py, r);
    }
    return 0;
}

C++: #include <cmath>
#include <iostream>
using namespace std;
int n; double ax, ay, bx, by, cx, cy;
int main() {
	cin >> n;
	while (n--) {
		cin >> ax >> ay >> bx >> by >> cx >> cy;
		double a1 = 2 * (bx - ax);
		double b1 = 2 * (by - ay);
		double c1 = ax * ax - bx * bx + ay * ay - by * by;
		double a2 = 2 * (cx - ax);
		double b2 = 2 * (cy - ay);
		double c2 = ax * ax - cx * cx + ay * ay - cy * cy;
		double x = (b1 * c2 - b2 * c1) / (a1 * b2 - a2 * b1);
		double y = (c1 * a2 - c2 * a1) / (a1 * b2 - a2 * b1);
		double r = hypot(ax - x, ay - y);
		printf("%.3f %.3f %.3f\n", x, y, r);
	}
	return 0;
}