**"Okay, Wizard, cast your spell!"** But which of your many spells to cast? In the ever-popular role-playing game _Dungeons & Dragons_, or _D&D_, you determine a spell's damage by rolling polyhedral dice with 4, 6, 8, 10, 12, or 20 sides. Since there's a lot of dice-rolling involved, players use shorthand to denote which dice should be rolled. **X**d**Y** means "roll a **Y**-sided die **X** times, and sum the rolls''. Sometimes, you must add or subtract a value **Z** after you finish rolling, in which case the notation is **X**d**Y**+**Z** or **X**d**Y**-**Z** respectively. For example, if you roll 2d4+1, you'll end up with a result between 3 and 9 inclusive. If you roll 1d6-3, your result will be between -2 and 3 inclusive. In _D&D_, wizards are powerful but flimsy spellcasters. As a wizard fighting a zombie, your best strategy is to maximize the chance that you can kill the zombie with a single spell before it has a chance to retaliate. What spell should you cast? ### Input Input begins with an integer **T**, the number of zombies you'll fight. For each zombie, there are two lines. The first contains two integers, **H** and **S**, the minimum amount of damage it takes to defeat the zombie, and the number of spells you have prepared, respectively. The second line contains **S** spell descriptions separated by single spaces. A spell description is simply the amount of damage a spell does in the notation described above. ### Output For each zombie, print a line containing the probability of defeating the zombie if you select your spell optimally. Absolute and relative errors of up to 1e-6 will be ignored. ### Constraints 1 ≤ **T** ≤ 1,000 1 ≤ **H** ≤ 10,000 2 ≤ **S** ≤ 10 Additionally, the following constraints will hold for each spell: 1 ≤ **X** ≤ 20 **Y** ∈ {4, 6, 8, 10, 12, 20} 1 ≤ **Z** ≤ 10,000, if **Z** is specified. **X**, **Y**, and **Z** will be integers with no leading zeros. ### Explanation of Sample In the first case, you can guarantee a kill with the first spell, which must always do at least 2 damage. In the third case, your first spell is the best. If you roll a 4, you'll do the requisite 8 damage. The second spell requires rolling a 4 on two dice rather than just one, and the third spell requires rolling a 4 on all three dice.