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<iostream>
#include<cmath>
using namespace std;
int main() {
	double x1, x2, x3, px, y1, y2, y3, py,r;
	int n;
	cin >> n;
	for (int i = 0; i < n; i++) {
		cin >> x1 >> y1 >> x2 >> y2 >> x3 >> y3;
		if (y1 == y2) {
			px = (x1 + x2) / 2;
			py = (x1 - x3)*(x2 - x3) / (2 * (y3 - y1)) + (y1 + y3) / 2;
		}
		else if (y1 == y3) {
			px = (x1 + x3) / 2;
			py = (x1 - x2)*(x3 - x2) / (2 * (y2 - y1)) + (y1 + y2) / 2;
		}
		else {
			px = ((x1*x1 - x2*x2) / (y2 - y1) - (x1*x1 - x3*x3) / (y3 - y1) + y3 - y2) / (2 * ((x1 - x2) / (y2 - y1) - (x1 - x3) / (y3 - y1)));
			py = (px - (x1 + x2) / 2)*(x1 - x2) / (y2 - y1) + (y1 + y2) / 2;
		}
		r = sqrt((px - x1)*(px - x1) + (py - y1)*(py - y1));
		px = double(int(1000 * px + 0.5)) / 1000;
		py = double(int(1000 * py + 0.5)) / 1000;
		r = double(int(1000 * r + 0.5)) / 1000;
		cout << px << " " << py << " " << r << endl;
        }
	return 0;
}

C++: #include <iostream>
#include <iomanip>
#include <cmath>

using namespace std;

int main()
{
    int num;
    cin >> num;
    double x1, x2, x3, y1, y2, y3;
    double xp, yp, r;
    while(cin >> x1 >> y1 >> x2 >> y2 >> x3 >> y3)
    {
        xp = (1 / 2.0) * ((x1 * x1 + y1 * y1) * (y3 - y2) + (x2 * x2 + y2 * y2) * (y1 - y3)
            + (x3 * x3 + y3 * y3) * (y2 - y1)) / (x1 * (y3 - y1) + x2 * (y1 - y3) + x3 * (y2 - y1));
        yp = -(x3 - x2) / (y3 - y2) * xp + (1 / 2.0) * (x3 * x3 - x2 * x2 + y3 * y3 - y2 * y2) / (y3 - y2);
        r = sqrt((x1 - xp) * (x1 - xp) + (y1 - yp) * (y1 - yp));

        cout << fixed << setprecision(3) << xp << " " << yp << " " << r << endl;
    }
}

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

int main(){
	int n;
	double x1, y1, x2, y2, x3, y3;

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

		if(y1-y2==0.0 && y1-y2==0.0){
			swap(x1, x2);
			swap(y1, y2);
		}
		if(y1-y2==0.0 && y1-y2==0.0){
			swap(x1, x3);
			swap(y1, y3);
		}

		double a12, b12, a13, b13;
		a12 = -(x1-x2)/(y1-y2);
		a13 = -(x1-x3)/(y1-y3);

		double x12, y12, x13, y13;
		x12 = (x1+x2)/2.0;
		y12 = (y1+y2)/2.0;
		x13 = (x1+x3)/2.0;
		y13 = (y1+y3)/2.0;

		b12 = y12 - a12 * x12;
		b13 = y13 - a13 * x13;

		double xp, yp;
		xp = -(b12-b13)/(a12-a13);
		yp = a12*xp + b12;

		double r;
		r = sqrt(pow((x1-x12),2.0) + pow((y1-y12),2.0));

		printf("%.3f %.3f %.3f\n", xp, yp, r);
	}


	return(0);
}

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

int main(void)
{
    int n;
    double x1, x2, x3, y1, y2, y3;
    cin >> n;
    while (cin >> x1 >> y1 >> x2 >> y2 >> x3 >> y3) {
        double a = 2 * (x1 - x2);
        double b = 2 * (y1 - y2);
        double c = x1*x1 - x2*x2 + y1*y1 - y2*y2;
        double d = 2 * (x1 - x3);
        double e = 2 * (y1 - y3);
        double f = x1*x1 - x3*x3 + y1*y1 - y3*y3;
        double p1 = (e * c - b * f) / (e * a - b * d);
        double p2 = (d * c - a * f) / (d * b - a * e);
        double r = sqrt(pow(x1 - p1, 2) + pow(y1 - p2, 2));
        cout << fixed << std::setprecision(10);
        cout << p1 << " " << p2 << " " << r << endl;;
    }
    return 0;
}

C++: #include <iostream>
#include <sstream>
#include <iomanip>
#include <algorithm>
#include <cmath>
#include <string>
#include <vector>
#include <list>
#include <queue>
#include <stack>
#include <set>
#include <map>
#include <bitset>
#include <numeric>
#include <climits>
#include <cfloat>
using namespace std;

double const EPS = 1.0e-10;

class Point
{
public:
    double y, x;
    Point(){
        y = x = 0.0;
    }
    Point(double y0, double x0){
        y = y0;
        x = x0;
    }
    double length() const{
        return sqrt(y * y + x * x);
    }
    double dist(const Point& p) const{
        return sqrt(pow(y - p.y, 2) + pow(x - p.x, 2));
    }
    double dot(const Point& p) const{
        return y * p.y + x * p.x; // |a|*|b|*cosÆ
    }
    double cross(const Point& p) const{
        return x * p.y - y * p.x; // |a|*|b|*sinÆ
    }
    Point operator+(const Point& p) const{
        return Point(y + p.y, x + p.x);
    }
    Point operator-(const Point& p) const{
        return Point(y - p.y, x - p.x);
    }
    Point operator*(double a) const{
        return Point(y * a, x * a);
    }
    Point operator/(double a) const{
        return Point(y / a, x / a);
    }
};

class Line
{
public:
    double a, b, c; // a*x + b*y + c = 0
    Line(double a0, double b0, double c0){
        a = a0;
        b = b0;
        c = c0;
    }
    Line(const Point& p1, const Point& p2){
        double dy = p2.y - p1.y;
        double dx = p2.x - p1.x;
        if(abs(dy / dx) < EPS){
            a = 0.0;
            b = 1.0;
            c = -p1.y;
        }else if(abs(dx / dy) < EPS){
            a = 1.0;
            b = 0.0;
            c = -p1.x;
        }else{
            a = - dy / dx;
            b = 1.0;
            c = dy / dx * p1.x - p1.y;
        }
    }
};

Line perpendicularBisector(const Point& p1, const Point& p2)
{
    return Line(p2.x-p1.x, p2.y-p1.y, (p1.y*p1.y + p1.x*p1.x - p2.y*p2.y - p2.x*p2.x) / 2);
}

bool linesIntersection(const Line& l1, const Line& l2, Point& intersection)
{
    double s = l1.a*l2.b - l2.a*l1.b;
    if(abs(s) < EPS)
        return false;

    intersection = Point(l2.a*l1.c - l1.a*l2.c, l1.b*l2.c - l2.b*l1.c) / s;
    return true;
}

int main()
{
    int n;
    cin >> n;

    while(--n >= 0){
        Point p1, p2, p3;
        cin >> p1.x >> p1.y >> p2.x >> p2.y >> p3.x >> p3.y;

        Line l1 = perpendicularBisector(p1, p2);
        Line l2 = perpendicularBisector(p2, p3);
        Point p;
        linesIntersection(l1, l2, p);

        printf("%.3f %.3f %.3f\n", p.x, p.y, p.dist(p1));
    }

    return 0;
}