Go: package main

import "fmt"

func abs(x float64) float64 {
	if x < 0 {
		return -x
	}
	return x
}

func main() {
	var n int
	var x1, y1, x2, y2, x3, y3, x4, y4 float64
	fmt.Scan(&n)
	for i := 0 ; i < n; i++ {
		fmt.Scanf("%f %f %f %f %f %f %f %f", &x1, &y1, &x2, &y2, &x3, &y3, &x4, &y4)
		if abs((x2-x1)*(y4-y3) - (y2-y1)*(x4-x3)) < 1e-10 {
			fmt.Println("YES")
		} else {
			fmt.Println("NO")
		}
	}
}

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

int n;

void solve()
{
	long double x[4],y[4],px[2],py[2];


	for(int i = 0; i < 4; i++){
		cin >> x[i] >> y[i];
	}

	px[0] = x[1] - x[0];
	px[1] = x[3] - x[2];
	py[0] = y[1] - y[0];
	py[1] = y[3] - y[2];



	if(px[0]*py[1] == px[1]*py[0])
		cout << "YES";
	else
		cout << "NO";
	cout << endl;

}

int main(void)
{
	cin >> n;
	for(int i = 0; i < n; i++)
		solve();


	return 0;
}

C++: #include <iostream>
#include <algorithm>
#include <cassert>
#include <cmath>
#include <stdio.h>
  
using namespace std;
  
//-------------------------------------------------------------------------
// geometric library
  
namespace geometry {
  
#define EPS 1E-10 ///< 0とみなすサイズ。適当
 
struct point {
    double x;
    double y;
 
    point& operator += (const point& rhs) { x += rhs.x; y += rhs.y; return *this; }
    point& operator -= (const point& rhs) { x -= rhs.x; y -= rhs.y; return *this; }
    point& operator /= (double factor) { x /= factor; y /= factor; return *this; }
    point& operator *= (double factor) { x *= factor; y *= factor; return *this; }
    bool operator == (const point& rhs) const { return (std::abs(x - rhs.x) < EPS) && (std::abs(y - rhs.y) < EPS); }
    bool operator != (const point& rhs) const { return !(*this == rhs); }
};
 
typedef point vector;
  
struct circle {
    point center;
    double radius;
};
  
struct line { // ax + by + c = 0
    double a;
    double b;
    double c;
};
 
enum rotate_dir {
    rotate_None = 0,
    rotate_CW   = 1,
    rotate_CCW  = -1
};
 
point operator + (const point& p1, const point& p2)
{
    point p(p1);
    p += p2;
    return p;
}
 
point operator / (const point& p1, double factor)
{
    point p(p1);
    p /= factor;
    return p;
}
  
point operator - (const point& p1, const point& p2)
{
    point p(p1);
    p -= p2;
    return p;
}
 
std::istream& operator >> (std::istream& is, point& p)
{
    is >> p.x >> p.y;
    return is;
}
 
///! 2点の距離
double get_distance(const point& p1, const point& p2)
{
    return sqrt(pow(p1.x - p2.x, 2) + pow(p1.y - p2.y, 2));
}
  
///! 2直線の交点
bool get_crosspoint(const line& l1, const line& l2, point *result)
{
    double denominator = l1.a * l2.b - l1.b * l2.a;
    if (denominator == 0) {
        return false;
    }
    result->x = (l1.b * l2.c - l2.b * l1.c) / denominator;
    result->y = (l2.a * l1.c - l1.a * l2.c) / denominator;
    return true;
}
  
///! 2点の垂直2等分線
bool get_bisector(const point& p1, const point& p2, line *result)
{
    if (p1 == p2) {
        return false;
    }
    result->a = 2 * (p1.x - p2.x);
    result->b = 2 * (p1.y - p2.y);
    result->c = -(p1.y - p2.y) * (p1.y + p2.y) - (p1.x - p2.x) * (p1.x + p2.x);
    return true;
}

bool get_line(const point& p1, const point& p2, line *result)
{
    if (p1 == p2) {
        return false;
    }
    result->a = p2.y - p1.y;
    result->b = p1.x - p2.x;
    result->c = p1.y * p2.x - p1.x * p2.y;
    return true;
}
  
///! 外接円を求める
bool get_circum_circle(const point& p1, const point& p2, const point& p3, circle *result)
{
    double a = get_distance(p1, p2);
    double b = get_distance(p2, p3);
    double c = get_distance(p3, p1);
  
    // 半径の公式
    result->radius = a * b * c / sqrt((a + b + c) * (-a + b + c) * (a - b + c) * (a + b - c));
  
    line line_p1p2;
    line line_p2p3;
  
    // 頂点の垂直2等分線の交点が外心
    return get_bisector(p1, p2, &line_p1p2) &&
           get_bisector(p2, p3, &line_p2p3) &&
           get_crosspoint(line_p1p2, line_p2p3, &result->center);
}
 
double cross_product(const point& p1, const point& p2)
{
    return p1.x * p2.y - p2.x * p1.y;
}
 
///! p1-p2-p3が左右どちらの方向に折れているかを判定
rotate_dir direction(const point& p1, const point& p2, const point& p3)
{
    vector p1_p3 = p1 - p3;
    vector p2_p3 = p2 - p3;
    double cross = cross_product(p1_p3, p2_p3);
 
    if (std::abs(cross) < EPS) {
        return rotate_None;
    } else if (cross > 0) {
        return rotate_CW;
    } else {
        return rotate_CCW;
    }
}
  
// (p1s, p1e)と(p2s, p2e)の線分交差判定.EPS以下で接している場合はtrue、重なっている場合はfalse
bool intersect(const point& p1s, const point& p1e, const point& p2s, const point& p2e)
{
    assert(p1s != p1e && p2s != p2e);
    return
        (direction(p1s, p1e, p2s) != direction(p1s, p1e, p2e)) &&
        (direction(p2s, p2e, p1s) != direction(p2s, p2e, p1e));
}
 
// targetが三角形p1,p2,p3の内部にあるかどうか
bool is_inside_triangle(const point& p1, const point& p2, const point& p3, const point& target)
{
    point center_of_gravity = (p1 + p2 + p3) / 3; // 重心
 
    if (center_of_gravity == target) return true;
 
    // 重心とtargetを結んだ線分が三角形の辺と交叉するなら、点は三角形の外部にある
    bool intersect_any =
        intersect(p1, p2, center_of_gravity, target) ||
        intersect(p2, p3, center_of_gravity, target) ||
        intersect(p3, p1, center_of_gravity, target);
 
    return !intersect_any;
}

bool is_parallel(const point& p1, const point& p2, const point& p3, const point& p4)
{
    line l1, l2;
    point cross;

    if (!get_line(p1, p2, &l1) || !get_line(p3, p4, &l2)) {
        return false; // p1-p2, p3-p4で直線が作れない
    }
    return get_crosspoint(l1, l2, &cross) == false;
}
 
} // namespace geometry
  
//-------------------------------------------------------------------------
// solution
  
using namespace geometry;
 
int main(void)
{
    point p1,p2,p3,p4,cross;
    int n;
    cin >> n;

    for (int i = 0; i < n; i++) {
        cin >> p1 >> p2 >> p3 >> p4;
        cout << (is_parallel(p1, p2, p3, p4) ? "YES" : "NO") << endl;
    }

    return 0;
}

C++: #include <cstdio>

using namespace std;

double x1,y1,x2,y2,x3,y3,x4,y4;
    

int main()
{
    int n; scanf( "%d\n", &n );
    while( n > 0 )
    {
        scanf("%lf %lf %lf %lf %lf %lf %lf %lf\n", &x1, &y1, &y2, &y2, &y3, &y3, &y4, &y4 );
        double dx1 = x2 - x1, dx2 = x4 - x3, dy1 = y2 - y1, dy2 = y4 - y3;
        if( (dx1 == 0 && dx2 == 0) || (dy1 == 0 && dy2 == 0 ) )
        {
            printf( "YES\n" );
        }
        else
        {
            dy1 /= dx1;
            dy2 /= dx2;
            if( dy1 == dy2 || dy1 == -dy2 )
            {
                printf( "YES\n" );
            }
        }
        printf( "NO\n" );
        n--;
    }
    return 0;
}

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

struct Vector2D {
	double x;
	double y;

	double abs() const {
		return std::sqrt(x * x + y * y);
	}
	Vector2D& operator-=(const Vector2D& rhs) {
		x -= rhs.x;
		y -= rhs.y;
		return *this;
	}
};

Vector2D operator-(const Vector2D& lhs, const Vector2D& rhs)
{
	return Vector2D(lhs) -= rhs;
}

int main()
{
	int count = 0;
	std::cin >> count;
	for (int i = 0; i < count; ++i) {
		Vector2D pA, pB, pC, pD;
		std::cin >> pA.x >> pA.y >> pB.x >> pB.y >> pC.x >> pC.y >> pD.x >> pD.y;

		Vector2D rAB(pB - pA), rCD(pD - pC);
		const double eps = 1.0e-8;
		if (rAB.abs() >= eps && rCD.abs() >= eps && std::abs(rAB.x * rCD.y - rAB.y * rCD.x) < eps) {
			std::cout << "YES\n";
		} else {
			std::cout << "NO\n";
		}
	}

	return 0;
}

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

int main() {
  int n = 0;
  cin >> n;

  for(int i = 0; i < n && 0 <= n && n < 100; i++) {
    double d[8];
    for(int j = 0; j < 4*2; j++)
      cin >> d[j];
    double tanAB = (d[3]-d[1])/(d[0]-d[2]);
    double tanCD = (d[7]-d[5])/(d[4]-d[6]);
    if(tanAB == tanCD)
      cout << "YES" << endl;
    else
      cout << "NO" << endl;
  }

  return 0;
}