Go: package main

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

var scanner = bufio.NewScanner(os.Stdin)

func main() {
	for scanner.Scan() {
		buf0 := strings.Split(scanner.Text(), " ")
		input0 := make([]int, 2)
		for i := range input0 {
			input0[i], _ = strconv.Atoi(buf0[i])
		}
		if input0[0] == 0 && input0[1] == 0 {
			break
		}
		a, b := input0[0], input0[1]
		scanner.Scan()
		buf1 := strings.Split(scanner.Text(), " ")
		input1 := make([]int, 2)
		for i := range input1 {
			input1[i], _ = strconv.Atoi(buf1[i])
		}
		c, d := input1[0], input1[1]
		scanner.Scan()
		buf2 := strings.Split(scanner.Text(), " ")
		input2 := make([]int, 2)
		for i := range input2 {
			input2[i], _ = strconv.Atoi(buf2[i])
		}
		e, f := input2[0], input2[1]
		scanner.Scan()
		buf3 := strings.Split(scanner.Text(), " ")
		input3 := make([]int, 2)
		for i := range input3 {
			input3[i], _ = strconv.Atoi(buf3[i])
		}
		g, h := input3[0], input3[1]
		scanner.Scan()
		r, _ := strconv.Atoi(scanner.Text())
		if (a-g)*(a-g)+(b-h)*(b-h) <= r*r && (c-g)*(c-g)+(d-h)*(d-h) <= r*r && (e-g)*(e-g)+(f-h)*(f-h) <= r*r {
			fmt.Println("b")
		} else if dist(a, b, c, d, g, h) > float64(r)-0.000001 && dist(a, b, e, f, g, h) > float64(r)-0.000001 && dist(e, f, c, d, g, h) > float64(r)-0.000001 && inclusive(a, b, c, d, e, f, g, h) {
			fmt.Println("a")
		} else if CL_intersect(a, b, c, d, g, h, r) || CL_intersect(a, b, e, f, g, h, r) || CL_intersect(e, f, c, d, g, h, r) {
			fmt.Println("c")
		} else {
			fmt.Println("d")
		}
	}
}

func CL_intersect(ax, ay, bx, by, cx, cy, r int) bool {
	acx := cx - ax
	acy := cy - ay
	bcx := cx - bx
	bcy := cy - by
	abx := bx - ax
	aby := by - ay
	if acx*acx+acy*acy >= r*r || bcx*bcx+bcy*bcy >= r*r {
		if abx*acx+aby*acy < 0 {
			if acx*acx+acy*acy <= r*r {
				return true
			}
		} else {
			if abx*acx+aby*acy > abx*abx+aby*aby {
				if bcx*bcx+bcy*bcy <= r*r {
					return true
				}
			} else if acx*acx+acy*acy-(abx*acx+aby*acy)*(abx*acx+aby*acy)/(abx*abx+aby*aby) <= r*r {
				return true
			}
		}
	}
	return false
}

func inclusive(ax, ay, bx, by, cx, cy, px, py int) bool {
	ok1 := true
	ok2 := true
	if (bx-ax)*(py-ay)-(px-ax)*(by-ay) < 0 {
		ok1 = false
	}
	if (bx-ax)*(py-ay)-(px-ax)*(by-ay) > 0 {
		ok2 = false
	}
	if (cx-bx)*(py-by)-(px-bx)*(cy-by) < 0 {
		ok1 = false
	}
	if (cx-bx)*(py-by)-(px-bx)*(cy-by) > 0 {
		ok2 = false
	}
	if (ax-cx)*(py-cy)-(px-cx)*(ay-cy) < 0 {
		ok1 = false
	}
	if (ax-cx)*(py-cy)-(px-cx)*(ay-cy) > 0 {
		ok2 = false
	}
	return ok1 || ok2
}

func dist(ax, ay, bx, by, px, py int) float64 {
	dx := float64(bx - ax)
	dy := float64(by - ay)
	A := float64(dx*dx + dy*dy)
	B := dx*float64(ax-px) + dy*float64(ay-py)
	t := -B / A
	if t < 0 {
		t = 0
	}
	if t > 1 {
		t = 1
	}
	tx := float64(ax) + dx*t
	ty := float64(ay) + dy*t
	return math.Sqrt((float64(px)-tx)*(float64(px)-tx) + (float64(py)-ty)*(float64(py)-ty))
}

C++: #include <cmath>
#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_) {};
	friend bool operator==(const Point& p1, const Point& p2) { return p1.px == p2.px && p1.py == p2.py; }
	friend bool operator!=(const Point& p1, const Point& p2) { return p1.px != p2.px || p1.py != p2.py; }
	friend bool operator<(const Point& p1, const Point& p2) { return p1.px < p2.px ? true : (p1.px == p2.px && p1.py < p2.py); }
	friend bool operator>(const Point& p1, const Point& p2) { return p1.px > p2.px ? true : (p1.px == p2.px && p1.py > p2.py); }
	friend bool operator<=(const Point& p1, const Point& p2) { return !(p1 > p2); }
	friend bool operator>=(const Point& p1, const Point& p2) { return !(p1 < p2); }
	friend Point operator+(const Point& p1, const Point& p2) { return Point(p1.px + p2.px, p1.py + p2.py); }
	friend Point operator-(const Point& p1, const Point& p2) { return Point(p1.px - p2.px, p1.py - p2.py); }
	friend Point operator*(const Point& p1, long double d) { return Point(p1.px * d, p1.py + d); }
	friend Point operator*(long double d, const Point& p1) { return p1 * d; }
	friend Point operator/(const Point& p1, long double d) { return Point(p1.px / d, p1.py / 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 Segment {
public:
	Point p1, p2;
	Segment() : p1(Point()), p2(Point()) {};
	Segment(Point p1_, Point p2_) : p1(p1_), p2(p2_) {};
	Segment(long double p1x, long double p1y, long double p2x, long double p2y) : p1(Point(p1x, p1y)), p2(Point(p2x, p2y)) {};
	friend bool operator==(const Segment& s1, const Segment& s2) { return (s1.p1 == s2.p1 && s1.p2 == s2.p2) || (s1.p1 == s2.p2 && s1.p2 == s2.p1); }
	friend bool operator!=(const Segment& s1, const Segment& s2) { return !(s1 == s2); }
};
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_) {};
	friend bool operator==(const Circle& c1, const Circle& c2) { return c1.p == c2.p && c1.r == c2.r; }
	friend bool operator!=(const Circle& c1, const Circle& c2) { return !(c1 == c2); }
};
// ------ 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; }
Point pol(long double r, long double d) { return Point(cosl(d) * r, sinl(d) * r); }
Point prj(const Segment& a, const Point& b) { return a.p1 + (a.p2 - a.p1) * dot(b - a.p1, a.p2 - a.p1) / norm(a.p2 - a.p1); }
Point prj(const Line& a, const Point& b) { return a.p1 + (a.p2 - a.p1) * dot(b - a.p1, a.p2 - a.p1) / norm(a.p2 - a.p1); }
Point rfl(const Segment& a, const Point& b) { return b + (prj(a, b) - b) * 2.0L; }
Point rfl(const Line& a, const Point& b) { return b + (prj(a, b) - b) * 2.0L; }
int ccw(Point p0, Point p1, Point p2) {
	Point a = p1 - p0, b = p2 - p0;
	if (crs(a, b) > 1e-10) return 1;
	if (crs(a, b) < -1e-10) return -1;
	if (dot(a, b) < -1e-10) return 2;
	if (norm(a) < norm(b)) return -2;
	return 0;
}
long double dst(const Point& a, const Point& b) {
	return sqrtl((a.px - b.px) * (a.px - b.px) + (a.py - b.py) * (a.py - b.py));
}
long double dst(const Line& a, const Point& b) {
	return abs(crs(a.p2 - a.p1, b - a.p1) / abs(a.p2 - a.p1));
}
long double dst(const Segment& a, const Point& b) {
	if (dot(a.p2 - a.p1, b - a.p1) < 0.0) return abs(b - a.p1);
	if (dot(a.p1 - a.p2, b - a.p2) < 0.0) return abs(b - a.p2);
	return abs(crs(a.p2 - a.p1, b - a.p1) / abs(a.p2 - a.p1));
}
long double dst(const Segment& a, const Segment& b) {
	if (its(a, b)) return 0;
	return min( { dst(a, b.p1), dst(a, b.p2), dst(b, a.p1), dst(b, a.p2) });
}
int contain(vector<Point> v, Point p) {
	bool in = false;
	for (int i = 0; i < v.size(); ++i) {
		Point a = v[i] - p, b = v[(i + 1) % v.size()] - p;
		if (a.py > b.py) swap(a, b);
		if (a.py <= 0 && 0 < b.py)
			if (crs(a, b) < 0) in = !in;
		if (crs(a, b) == 0 && dot(a, b) <= 0) return 1;
	}
	return in ? 2 : 0;
}
// ------ Main ------ //
Point p1, p2, p3; Segment l1, l2, l3; Circle c;
int main() {
	while(cin >> p1.px >> p1.py >> p2.px >> p2.py >> p3.px >> p3.py >> c.p.px >> c.p.py >> c.r) {
		l1 = Segment(p1, p2);
		l2 = Segment(p2, p3);
		l3 = Segment(p3, p1);
		if(dst(p1, c.p) <= c.r && dst(p2, c.p) <= c.r && dst(p3, c.p) <= c.r) printf("b\n");
		else if(dst(l1, c.p) >= c.r && dst(l2, c.p) >= c.r && dst(l3, c.p) >= c.r) printf(contain({p1, p2, p3}, c.p) ? "a\n" : "d\n");
		else printf("c\n");
	}
}