#include<bits/stdc++.h>
using namespace std;
#define ALL(x) x.begin(),x.end()
#define rep(i,n) for(int i=0;i<n;i++)
#define debug(v) cout<<#v<<":";for(auto x:v){cout<<x<<' ';}cout<<endl; 
#define INF 1000000000
#define mod 1000000007
typedef long long ll;
const ll LINF = 1001002003004005006ll;
int dx[]={1,0,-1,0};
int dy[]={0,1,0,-1};
ll gcd(ll a,ll b){return b?gcd(b,a%b):a;}
template<class T>bool chmax(T &a, const T &b) { if (a<b) { a=b; return 1; } return 0; }
template<class T>bool chmin(T &a, const T &b) { if (b<a) { a=b; return 1; } return 0; }

using Real=long double;
using Point=complex<Real>;
const Real EPS=1e-10;
const Real pi=acosl(-1);

inline bool eq(Real a,Real b){
    return fabs(a-b)<EPS;
}

Point operator*(const Point &p,const Real &d){
    return Point(real(p)*d,imag(p)*d);
}

// 点 p を反時計回りに theta 回転
Point rotate(Real theta, const Point &p) {
  return Point(cos(theta)*p.real()-sin(theta)*p.imag(),sin(theta)*p.real()+cos(theta)*p.imag());
}

Real dis(Point a,Point b){
    return abs(a-b);
}

Real radian_to_degree(Real r){
    return r*180.0/pi;
}

Real degree_to_radian(Real d){
    return d*pi/180.0;
}
 
//三角形の面積，サラスの公式
Real area_triangle(Point a,Point b,Point c){
    Point x=b-a,y=c-a;
    return fabs(x.real()*y.imag()-x.imag()*y.real())/2;
}
 
struct Circle{
    Point center;
    Real r;
    Circle(Point center,Real r):center(center),r(r){}
};


struct Line{
    Point p1,p2;
    Line(Point p1,Point p2):p1(p1),p2(p2){}

    //Ax + By = C
    Line(Real A,Real B,Real C){
        if(eq(A,0))     p1=Point(0,C/B),p2=Point(1,C/B);
        else if(eq(B,0))p1=Point(C/A,0),p2=Point(C/A,1);
        else            p1=Point(0,C/B),p2=Point(C/A,0);
    }
};

struct Segment:Line{
    Segment()=default;
    Segment(Point p1,Point p2):Line(p1,p2){}
};

//外積
Real cross(const Point &a, const Point &b) {
  return real(a)*imag(b)-imag(a)*real(b);
}

//内積
Real dot(const Point &a, const Point &b) {
  return real(a)*real(b)+imag(a)*imag(b);
}

//平行判定，外積0かをみる
bool parallel(Line &a,Line &b){
    return eq(cross(a.p1-a.p2,b.p1-b.p2),0.0);
}

//垂直判定，内積0かをみる
bool orthogonal(Line &a,Line &b){
    return eq(dot(a.p1-a.p2,b.p1-b.p2),0.0);
}

//v
//最小包含円を返す　計算量は期待値O(n)
Circle MinimumBoundingCircle(vector<Point> v){
    int n=v.size();
    
    //ランダムシャッフル．いぢわるされたくないもんだ
    mt19937 mt(time(0));
    shuffle(v.begin(),v.end(),mt);

    Circle ret(0,0);
 
    //2点で円を作る
    auto make_circle2=[&](Point a,Point b){
        return Circle((a+b)*0.5,dis(a,b)/2);
    };
 
    //3点で円を作る
    auto make_circle3=[&](Point A,Point B,Point C){
        //wikiの公式
        Real S=area_triangle(A,B,C);
        Real a=dis(B,C),b=dis(A,C),c=dis(A,B);
        Point cent=A*(a*a*(b*b+c*c-a*a)/(16*S*S))+B*(b*b*(c*c+a*a-b*b)/(16*S*S))+C*(c*c*(a*a+b*b-c*c)/(16*S*S));
        return Circle(cent,dis(cent,A));
    };
 
    auto isIn=[&](Point a){
        return dis(ret.center,a)<ret.r+EPS;
    };

    ret=make_circle2(v[0],v[1]);
    for(int i=2;i<n;i++){
        //v[i]が円に入っていないなら
        if(!isIn(v[i])){
            //円内にないなら点v[i]は必ず円周上に来る
            ret=make_circle2(v[0],v[i]);
            for(int j=1;j<i;j++){
                if(!isIn(v[j])){
                    //この時iとjが円周上を考える
                    ret=make_circle2(v[i],v[j]);
                    //最後の1点の決定
                    for(int k=0;k<j;k++){
                        if(!isIn(v[k])){
                            ret=make_circle3(v[i],v[j],v[k]);
                        }
                    }
                }
            }
        }
    }
    return ret;
}

signed main(){
    cin.tie(0);
    ios::sync_with_stdio(0);
    cout<<fixed<<setprecision(12);

    int q;cin>>q;
    while(q--){
        Real xp0,yp0,xp1,yp1,xp2,yp2,xp3,yp3;
        cin>>xp0>>yp0>>xp1>>yp1>>xp2>>yp2>>xp3>>yp3;
        Line a(Point(xp0,yp0),Point(xp1,yp1)),
             b(Point(xp2,yp2),Point(xp3,yp3));
        if(parallel(a,b)) cout<<2<<endl;
        else if(orthogonal(a,b))cout<<1<<endl;
        else cout<<0<<endl;
    }
    return 0;
}




Measured memory_bytes: 3308