#include <bits/stdc++.h>
// #include <coding_library/geometry/point.hpp>

using namespace std;

template<typename T1, typename T2>
ostream& operator<<(ostream& out, const pair<T1, T2>& x) {
    return out << x.first << ' ' << x.second;
}

template<typename T1, typename T2>
istream& operator>>(istream& in, pair<T1, T2>& x) {
    return in >> x.first >> x.second;
}

template<typename T>
istream& operator>>(istream& in, vector<T>& a) {
    for(auto& x: a) {
        in >> x;
    }
    return in;
};

template<typename T>
ostream& operator<<(ostream& out, const vector<T>& a) {
    for(auto x: a) {
        out << x << ' ';
    }
    return out;
};

using coord_t = double;

struct Point {
    static constexpr coord_t eps = 1e-9;
    static inline const coord_t PI = acos((coord_t)-1.0);

    coord_t x, y;
    Point(coord_t x = 0, coord_t y = 0) : x(x), y(y) {}

    Point operator+(const Point& p) const { return Point(x + p.x, y + p.y); }
    Point operator-(const Point& p) const { return Point(x - p.x, y - p.y); }
    Point operator*(coord_t c) const { return Point(x * c, y * c); }
    Point operator/(coord_t c) const { return Point(x / c, y / c); }

    coord_t operator*(const Point& p) const { return x * p.x + y * p.y; }
    coord_t operator^(const Point& p) const { return x * p.y - y * p.x; }

    bool operator==(const Point& p) const { return x == p.x && y == p.y; }
    bool operator!=(const Point& p) const { return x != p.x || y != p.y; }
    bool operator<(const Point& p) const {
        return x != p.x ? x < p.x : y < p.y;
    }
    bool operator>(const Point& p) const {
        return x != p.x ? x > p.x : y > p.y;
    }
    bool operator<=(const Point& p) const {
        return x != p.x ? x < p.x : y <= p.y;
    }
    bool operator>=(const Point& p) const {
        return x != p.x ? x > p.x : y >= p.y;
    }

    coord_t norm2() const { return x * x + y * y; }
    coord_t norm() const { return sqrt(norm2()); }
    coord_t angle() const { return atan2(y, x); }

    Point rotate(coord_t a) const {
        return Point(x * cos(a) - y * sin(a), x * sin(a) + y * cos(a));
    }

    Point perp() const { return Point(-y, x); }
    Point unit() const { return *this / norm(); }
    Point normal() const { return perp().unit(); }
    Point project(const Point& p) const {
        return *this * (*this * p) / norm2();
    }
    Point reflect(const Point& p) const {
        return *this * 2 * (*this * p) / norm2() - p;
    }

    friend ostream& operator<<(ostream& os, const Point& p) {
        return os << p.x << ' ' << p.y;
    }
    friend istream& operator>>(istream& is, Point& p) {
        return is >> p.x >> p.y;
    }

    friend int ccw(const Point& a, const Point& b, const Point& c) {
        coord_t v = (b - a) ^ (c - a);
        if(-eps <= v && v <= eps) {
            return 0;
        } else if(v > 0) {
            return 1;
        } else {
            return -1;
        }
    }

    friend bool point_on_segment(
        const Point& a, const Point& b, const Point& p
    ) {
        return ccw(a, b, p) == 0 && p.x >= min(a.x, b.x) - eps &&
               p.x <= max(a.x, b.x) + eps && p.y >= min(a.y, b.y) - eps &&
               p.y <= max(a.y, b.y) + eps;
    }

    friend bool point_in_triangle(
        const Point& a, const Point& b, const Point& c, const Point& p
    ) {
        int d1 = ccw(a, b, p);
        int d2 = ccw(b, c, p);
        int d3 = ccw(c, a, p);
        return (d1 >= 0 && d2 >= 0 && d3 >= 0) ||
               (d1 <= 0 && d2 <= 0 && d3 <= 0);
    }

    friend Point line_line_intersection(
        const Point& a1, const Point& b1, const Point& a2, const Point& b2
    ) {
        return a1 +
               (b1 - a1) * ((a2 - a1) ^ (b2 - a2)) / ((b1 - a1) ^ (b2 - a2));
    }

    friend bool collinear(const Point& a, const Point& b) {
        return abs(a ^ b) < eps;
    }

    friend Point circumcenter(const Point& a, const Point& b, const Point& c) {
        Point mid_ab = (a + b) / 2.0;
        Point mid_ac = (a + c) / 2.0;
        Point perp_ab = (b - a).perp();
        Point perp_ac = (c - a).perp();
        return line_line_intersection(
            mid_ab, mid_ab + perp_ab, mid_ac, mid_ac + perp_ac
        );
    }

    friend coord_t arc_area(
        const Point& center, coord_t r, const Point& p1, const Point& p2
    ) {
        coord_t theta1 = (p1 - center).angle();
        coord_t theta2 = (p2 - center).angle();
        if(theta2 < theta1 - eps) {
            theta2 += 2 * PI;
        }

        coord_t d_theta = theta2 - theta1;
        coord_t cx = center.x, cy = center.y;
        coord_t area = r * cx * (sin(theta2) - sin(theta1)) -
                       r * cy * (cos(theta2) - cos(theta1)) + r * r * d_theta;
        return area / 2.0;
    }

    friend vector<Point> intersect_circles(
        const Point& c1, coord_t r1, const Point& c2, coord_t r2
    ) {
        Point d = c2 - c1;
        coord_t dist = d.norm();

        if(dist > r1 + r2 + eps || dist < abs(r1 - r2) - eps || dist < eps) {
            return {};
        }

        coord_t a = (r1 * r1 - r2 * r2 + dist * dist) / (2 * dist);
        coord_t h_sq = r1 * r1 - a * a;
        if(h_sq < -eps) {
            return {};
        }
        if(h_sq < 0) {
            h_sq = 0;
        }
        coord_t h = sqrt(h_sq);

        Point mid = c1 + d.unit() * a;
        Point perp_dir = d.perp().unit();

        if(h < eps) {
            return {mid};
        }
        return {mid + perp_dir * h, mid - perp_dir * h};
    }

    friend optional<Point> intersect_ray_segment(
        const Point& ray_start, const Point& ray_through, const Point& seg_a,
        const Point& seg_b
    ) {
        Point ray_dir = ray_through - ray_start;
        if(ray_dir.norm2() < Point::eps) {
            return {};
        }
        Point seg_dir = seg_b - seg_a;
        coord_t denom = ray_dir ^ seg_dir;
        if(fabs(denom) < eps) {
            return {};
        }
        coord_t t = ((seg_a - ray_start) ^ seg_dir) / denom;
        if(t < eps) {
            return {};
        }
        coord_t s = ((seg_a - ray_start) ^ ray_dir) / denom;
        if(s < eps || s > 1 - eps) {
            return {};
        }
        return ray_start + ray_dir * t;
    }
};

int n;
vector<pair<Point, Point>> segments;
vector<char> colors;

coord_t y_at(const pair<Point, Point>& seg, coord_t x) {
    auto& [a, b] = seg;
    return a.y + (b.y - a.y) * (x - a.x) / (b.x - a.x);
}

bool covers(const pair<Point, Point>& seg, coord_t x) {
    return x >= seg.first.x - 1e-9 && x <= seg.second.x + 1e-9;
}

void read() {
    cin >> n;
    segments.resize(n);
    colors.resize(n);
    for(int i = 0; i < n; i++) {
        cin >> segments[i].first >> segments[i].second >> colors[i];
        if(segments[i].first.x > segments[i].second.x) {
            swap(segments[i].first, segments[i].second);
        }
    }
}

void solve() {
    // We can first notice that when we project there are at most O(n^2)
    // "maximal" ranges that have the same colour, defined by the X-s of all
    // intersection points and borders of the original segments. So we will
    // start by finding all relevant X values and sorting them. Then in each
    // interval, we want to find the closest line segment and this would be the
    // colour we want. Note that because we consider all intersections, for any
    // point of the segment, the closest segment would be the same. Therefore,
    // an easy approach is that for each of these O(n^2) points we will consider
    // the midpoints m, and then evaluate all segments that "cover" the
    // corresponding range and choose the smallest f(m), where f(m) is the
    // linear function defined by the segment. This can be done with a simple
    // O(n) loop giving us a O(n^3) solution.
    //
    // The O(n^3) solution is enough to pass and this is what we implement, but
    // there is also a way to speed it up to at least O(n^2 log n). We can use
    // a Li Chao or dynamic convex hull. Each line acts as a linear function for
    // a range of X values and we can build a segment tree over the ranges we
    // are interested in, such that each of the n segment splits into at most
    // O(log n) of them. We then do a walk on the tree, and query the state in
    // the leafs. The part we should be careful about is the fact that we need
    // to "undo" the updates, so a persistent Li Chao is a good option. There
    // are at most O(n log n) updates, each in O(log n), and there are O(n^2)
    // leafs which we have to query. This yields a direct O(n^2 log n) bound.

    vector<coord_t> xs;
    for(auto& [a, b]: segments) {
        if(abs(b.x - a.x) < 1e-9) {
            continue;
        }
        xs.push_back(a.x);
        xs.push_back(b.x);
    }

    for(int i = 0; i < n; i++) {
        auto& [ai, bi] = segments[i];
        if(abs(bi.x - ai.x) < 1e-9) {
            continue;
        }
        coord_t si = (bi.y - ai.y) / (bi.x - ai.x);
        coord_t ci = ai.y - si * ai.x;
        for(int j = i + 1; j < n; j++) {
            auto& [aj, bj] = segments[j];
            if(abs(bj.x - aj.x) < 1e-9) {
                continue;
            }
            coord_t sj = (bj.y - aj.y) / (bj.x - aj.x);
            coord_t cj = aj.y - sj * aj.x;
            if(abs(si - sj) < 1e-12) {
                continue;
            }
            coord_t x = (cj - ci) / (si - sj);
            coord_t lo = max(ai.x, aj.x);
            coord_t hi = min(bi.x, bj.x);
            if(x >= lo - 1e-9 && x <= hi + 1e-9) {
                xs.push_back(x);
            }
        }
    }

    sort(xs.begin(), xs.end());
    xs.erase(
        unique(
            xs.begin(), xs.end(),
            [](coord_t a, coord_t b) { return abs(a - b) < 1e-9; }
        ),
        xs.end()
    );

    coord_t sr = 0, sg = 0, sb = 0;

    for(int i = 0; i + 1 < (int)xs.size(); i++) {
        coord_t mid = (xs[i] + xs[i + 1]) / 2.0;
        coord_t len = xs[i + 1] - xs[i];
        coord_t best_y = 1e18;
        char best_color = '?';
        for(int j = 0; j < n; j++) {
            if(abs(segments[j].second.x - segments[j].first.x) < 1e-9) {
                continue;
            }
            if(!covers(segments[j], mid)) {
                continue;
            }
            coord_t y = y_at(segments[j], mid);
            if(y < best_y) {
                best_y = y;
                best_color = colors[j];
            }
        }
        if(best_color == 'R') {
            sr += len;
        } else if(best_color == 'G') {
            sg += len;
        } else if(best_color == 'B') {
            sb += len;
        }
    }

    cout << fixed << setprecision(2);
    cout << "R " << sr << "\n";
    cout << "G " << sg << "\n";
    cout << "B " << sb << "\n";
}

int main() {
    ios_base::sync_with_stdio(false);
    cin.tie(nullptr);

    int T = 1;
    // cin >> T;
    for(int test = 1; test <= T; test++) {
        read();
        solve();
    }

    return 0;
}
