Problem: Luyi has n circles on the plane. The i-th circle is centered at (xi, yi). At the time zero circles start to grow simultaneously. In other words, the radius of each circle at time t (t > 0) is equal to t. The circles are drawn as black discs on an infinite white plane. So at each moment the plane consists of several black and white regions. Note that the circles may overlap while growing.

<image>

We define a hole as a closed, connected white region. For instance, the figure contains two holes shown by red border. During growing some holes may be created and it is easy to see that each created hole will disappear eventually. Luyi asks you to find moment of time such that the last hole disappears. In other words, you should find the first moment such that no hole can be seen after that.

Input

The first line of the input contains integer n (1 ≤ n ≤ 100). Each of the next n lines contains two integers xi and yi ( - 104 ≤ xi, yi ≤ 104), indicating the location of i-th circle.

It's guaranteed that no two circles are centered at the same point.

Output

Print the moment where the last hole disappears. If there exists no moment in which we can find holes print -1.

The answer will be considered correct if the absolute or relative error does not exceed 10 - 4.

Examples

Input

3
0 0
1 1
2 2


Output

-1


Input

4
0 0
0 2
2 2
2 0


Output

1.414214


Input

4
0 1
0 -1
-2 0
4 0


Output

2.125000

Solution (in CPP):

Solution:
#include <bits/stdc++.h>
using namespace std;
const double eps = 1e-8;
struct Vec {
  double x, y;
  Vec() {}
  Vec(double _x, double _y) : x(_x), y(_y) {}
  inline double len2() const { return x * x + y * y; }
};
inline Vec operator+(const Vec &a, const Vec &b) {
  return Vec(a.x + b.x, a.y + b.y);
}
inline Vec operator-(const Vec &a, const Vec &b) {
  return Vec(a.x - b.x, a.y - b.y);
}
template <typename T>
inline Vec operator*(const Vec &a, T b) {
  return Vec(a.x * b, a.y * b);
}
template <typename T>
inline Vec operator*(T b, const Vec &a) {
  return Vec(a.x * b, a.y * b);
}
template <typename T>
inline Vec operator/(const Vec &a, T b) {
  return Vec(a.x / b, a.y / b);
}
inline double dot(const Vec &a, const Vec &b) { return a.x * b.x + a.y * b.y; }
inline double cross(const Vec &a, const Vec &b) {
  return a.x * b.y - a.y * b.x;
}
inline Vec ROT(const Vec &a) { return Vec(a.y, -a.x); }
inline Vec intersect(const Vec &a, const Vec &b, const Vec &c, const Vec &d) {
  Vec e = a + b, f = c + d;
  double s1 = cross(c - e, f - e), s2 = cross(f - a, c - a);
  return a + b * (s2 / (s1 + s2));
}
inline bool gt0(double a) { return a > -eps; }
inline bool lt0(double a) { return a < eps; }
inline bool eq0(double a) { return -eps <= a && a <= eps; }
inline bool lt(double a, double b) { return a + eps < b; }
int n;
Vec pl[110];
double ans = -1e8;
Vec m1, m2, v1, v2, O, tp;
double cl;
set<pair<int, int> > hsh;
inline bool check(int i, int j, int k) {
  for (int l = 1; l <= n; l++)
    if (l != i && l != j && l != k && lt((pl[l] - O).len2(), cl)) return false;
  double p1 = dot(pl[j] - pl[i], pl[k] - pl[i]),
         p2 = dot(pl[i] - pl[j], pl[k] - pl[j]),
         p3 = dot(pl[i] - pl[k], pl[j] - pl[k]);
  if (p1 > 0 && p2 > 0 && p3 > 0) return true;
  if (p1 < 0 || p2 < 0 || p3 < 0) return false;
  if (int(p1) == 0) swap(i, k);
  if (int(p2) == 0) swap(j, k);
  tp = pl[i] + (pl[j] - pl[k]);
  return hsh.count(pair<int, int>(int(tp.x), int(tp.y)));
}
int main() {
  scanf("%d", &n);
  for (int i = 1; i <= n; i++)
    scanf("%lf%lf", &pl[i].x, &pl[i].y),
        hsh.insert(pair<int, int>(int(pl[i].x), int(pl[i].y)));
  for (int i = 1; i <= n; i++)
    for (int j = i + 1; j <= n; j++)
      for (int k = j + 1; k <= n; k++)
        if (!eq0(cross(pl[i] - pl[k], pl[j] - pl[k]))) {
          m1 = (pl[i] + pl[k]) / 2, m2 = (pl[k] + pl[j]) / 2;
          v1 = ROT(pl[i] - pl[k]), v2 = ROT(pl[j] - pl[k]);
          O = intersect(m1, v1, m2, v2);
          cl = (pl[i] - O).len2();
          if (check(i, j, k)) ans = max(ans, cl);
        }
  if (ans < 0)
    puts("-1");
  else
    printf("%.8lf\n", sqrt(ans));
  return 0;
}