All cells of a board with rows and columns are initially unpainted.
coxld and codex take turns, starting with coxld, painting one cell that has not been painted yet. coxld uses red, and codex uses blue. The game ends when all cells are painted.
A tromino is a straight or L-shaped figure formed by connecting three squares so that they share entire edges. It may be rotated or flipped.
When placing a tromino on the board, each square must exactly overlap one cell of the board, and it must not go outside the board. Two placements are different if the sets of cells they cover are different.
coxld’s score is the number of placements in which all three cells covered by the tromino are red, and codex’s score is the number of placements in which all three cells are blue. Placements that share cells with each other are each counted separately. When the game ends, coxld wins if coxld’s score is greater; otherwise, codex wins.
Determine the winner when both players act optimally to win.
The input is given in the following format.
For each test case, output coxld if the winner is coxld, or codex if the winner is codex, on a single line.
Each test case is given in the following format.