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For given three points p0, p1, p2, print


COUNTER_CLOCKWISE


if p0, p1, p2 make a counterclockwise turn (1),


CLOCKWISE


if p0, p1, p2 make a clockwise turn (2),


ONLINE_BACK


if p2 is on a line p2, p0, p1 in this order (3),


ONLINE_FRONT


if p2 is on a line p0, p1, p2 in this order (4),


ON_SEGMENT


if p2 is on a segment p0p1 (5).

Constraints

* 1 ≤ q ≤ 1000
* -10000 ≤ xi, yi ≤ 10000
* p0 and p1 are not identical.

Input


xp0 yp0 xp1 yp1
q
xp20 yp20
xp21 yp21
...
xp2q-1 yp2q-1


In the first line, integer coordinates of p0 and p1 are given. Then, q queries are given for integer coordinates of p2.

Output

For each query, print the above mentioned status.

Examples

Input

0 0 2 0
2
-1 1
-1 -1


Output

COUNTER_CLOCKWISE
CLOCKWISE


Input

0 0 2 0
3
-1 0
0 0
3 0


Output

ONLINE_BACK
ON_SEGMENT
ONLINE_FRONT
#include <bits/stdc++.h>

using namespace std;

typedef long long ll;

struct Point
{
    ll x,y;
    Point(){ x = y = 0.0; }
    Point(ll _x, ll _y) : x(_x), y(_y){}

    Point operator+ (Point p)
    {
        return Point(p.x + x, p.y + y);
    }

    Point operator- (Point p)
    {
        return Point(x - p.x, y - p.y);
    }

    ll operator* (Point p)
    {
        return p.x * x + p.y * y;
    }

    Point operator* (ll t)
    {
        return Point(x*t, y*t);
    }

    ll operator~ ()
    {
        return x * x + y * y;
    }

    ll operator% (Point p)
    {
        return x * p.y - y * p.x;
    }

};

int main()
{
    cout.precision(10);
    cout << fixed;
    int q;
    Point p0, p1, p2, vec, vec1;
    cin >> p0.x >> p0.y >> p1.x >> p1.y;
    cin >> q;
    while(q--)
    {
        cin >> p2.x >> p2.y;
        vec = (p2 - p0);
        vec1 = (p1 - p0);
        if( vec%vec1 < 0LL ) puts("COUNTER_CLOCKWISE");
        else if( vec%vec1 > 0LL) puts("CLOCKWISE");
        else
        {
            if(vec * vec1 < 0LL) puts("ONLINE_BACK");
            else
            {
                if(~vec > ~vec1) puts("ONLINE_FRONT");
                else puts("ON_SEGMENT");
            }
        }
    }

    return 0;
}