#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #define fi first #define se second #define rep(i,n) for(int i = 0; i < n; ++i) #define rrep(i,n) for(int i = 1; i <= n; ++i) #define drep(i,n) for(int i = n-1; i >= 0; --i) #define gep(i,g,j) for(int i = g.head[j]; i != -1; i = g.e[i].next) #define each(it,c) for(__typeof((c).begin()) it=(c).begin();it!=(c).end();it++) #define rng(a) a.begin(),a.end() #define maxs(x,y) x = max(x,y) #define mins(x,y) x = min(x,y) #define pb push_back #define sz(x) (int)(x).size() #define pcnt __builtin_popcount #define snuke srand((unsigned)clock()+(unsigned)time(NULL)); using namespace std; typedef long long int ll; typedef pair P; typedef vector vi; inline int in() { int x; scanf("%d",&x); return x;} inline void priv(vi& a) { rep(i,sz(a)) printf("%d%c",a[i],i==sz(a)-1?'\n':' ');} const int MX = 100005, INF = 1000010000; const ll LINF = 1000000000000000000ll; const int di[] = {-1,0,1,0}, dj[] = {0,-1,0,1}; //^ // geom #include const double inf = 1e6; const double eps = 1e-9; const double PI = acos(-1.0); inline double toRad(double deg){ return deg * PI / 180.0;} struct V { double x, y; V(double x=0, double y=0):x(x),y(y){} V operator+(V t) { return V(x+t.x,y+t.y);} V operator-(V t) { return V(x-t.x,y-t.y);} V operator*(double t) { return V(x*t,y*t);} V operator/(double t) { return V(x/t,y/t);} double dot(V t) { return x*t.x + y*t.y;} double cross(V t) { return x*t.y - y*t.x;} double norm2() { return x*x + y*y;} double norm() { return sqrt(x*x + y*y);} V rev() { return V(-x,-y);} V normalize() { return V(x/norm(), y/norm());} V rotate90() { return V(-y,x);} V rotate(V a, double rad){ return V(a.x + cos(rad)*(x-a.x) - sin(rad)*(y-a.y), a.y + sin(rad)*(x-a.x) + cos(rad)*(y-a.y)); } bool operator<(V a)const { return abs(x - a.x) > eps ? x < a.x : y < a.y;} bool operator==(V a)const { return abs(x - a.x) < eps && abs(y - a.y) < eps;} }; struct Line { V s, t; Line(V s=V(0,0), V t=V(0,0)):s(s),t(t){} V dir() { return t-s;} V normalize() { return dir().normalize();} double norm() { return dir().norm();} /* +1: s-t,s-p : ccw * -1: s-t,s-p : cw * +2: t-s-p * -2: s-t-p * 0: s-p-t */ int ccw(V p) { if (dir().cross(p-s) > eps) return +1; if (dir().cross(p-s) < -eps) return -1; if (dir().dot(p-s) < -eps) return +2; if (dir().norm()+eps < (p-s).norm()) return -2; return 0; } bool touch(Line l) { int a = ccw(l.s)*ccw(l.t), b = l.ccw(s)*l.ccw(t); return !a || !b || (a == -1 && b == -1); } double distLP(V p) { return abs(dir().cross(p-s)/norm());} double distSP(V p) { if (dir().dot(p-s) < eps) return (p-s).norm(); if (dir().rev().dot(p-t) < eps) return (p-t).norm(); return distLP(p); } double distSS(Line l) { if(touch(l)) return 0; return min(min(distSP(l.s),distSP(l.t)),min(l.distSP(s),l.distSP(t))); } V proj(V p) { double a = (p-s).dot(dir())/(norm()*norm()); return s + dir()*a; } Line mid() { V p = (s+t)/2, q = dir(); return Line(p, p+V(q.y,-q.x)); } V xp(Line l) { V a = dir(), b = l.dir(); if (abs(b.cross(a)) < eps) return V(inf,inf); return s + a*(b.cross(l.s-s)/b.cross(a)); } }; typedef vector Poly; inline V pnxt(Poly& p, int i) { return p[(i+1)%p.size()];} inline V ppre(Poly& p, int i) { return p[(i-1+p.size())%p.size()];} Poly conv(Poly a) { int n = a.size(); if (n == 1) return a; sort(a.begin(),a.end()); Poly res(n*2); int k = 0; for (int i = 0; i < n; ++i){ while (k > 1 && Line(res[k-1],res[k-2]).ccw(a[i]) != 1) --k; res[k++] = a[i]; } int pre = k; for (int i = n - 2; 0 <= i; --i){ while (k > pre && Line(res[k-1],res[k-2]).ccw(a[i]) != 1) --k; res[k++] = a[i]; } res.resize(k-1); return res; } // geom Poly a; int main(){ a.resize(5); rep(i,5) cin >> a[i].x >> a[i].y; Poly c = conv(a); puts(sz(c)==5?"YES":"NO"); return 0; }