#include <iostream>
#include <fstream>
#include <cstring>
#include <iomanip>
using namespace std;
ifstream f("rj.in");
ofstream g("rj.out");
const int di[]={-1,-1,0,1,1,1,0,-1};
const int dj[]={0,1,1,1,0,-1,-1,-1};
int a[101][101],n,m,xj,xr,yj,yr,xf,yf;
int romeo[101][101], julieta[101][101];
void Afisare_Matrice(int mm[101][101])
{
for (int i=1;i<=n;i++,cout<<endl)
for (int j=1;j<=m;j++)
cout<<setw(3)<<mm[i][j];
cout<<endl;
f.close();
}
void Citiri_Preluari()
{
f>>n>>m;
f.get();
int k=1;
char s[101];
while (k<=n)
{
f.getline(s,101);
for (int j=1;j<=m;j++)
{
if (s[j-1]=='X')
a[k][j]=-1;
else
if (s[j-1]=='J')
{
xj=k;
yj=j;
}
else
if (s[j-1]=='R')
{
xr=k;
yr=j;
}
}
k++;
}
}
int verificare(int i,int j,int mat[101][101])
{
if (i<1 || i>n || j<1 || j>m)
return 0;
if (a[i][j]==-1 || mat[i][j]!=0)
return 0;
return 1;
}
void Lee(int xi, int yi, int mat[101][101])
{
int c[3][10000]={0},p,u,i,j,inou,jnou,k;
//1 - linie , 2-coloana
c[1][1]=xi;
c[2][1]=yi;
p=u=1;
mat[xi][yi]=1;
while (p<=u)
{
i=c[1][p];
j=c[2][p];
for (k=0;k<8;k++)
{
inou=i+di[k];
jnou=j+dj[k];
if (verificare(inou,jnou,mat))
{
mat[inou][jnou]=mat[i][j]+1;
u++;
c[1][u]=inou;
c[2][u]=jnou;
}
}
p++;
}
}
int Intersectie()
{
for (int i=1;i<=n;i++)
for (int j=1;j<=m;j++)
if (romeo[i][j]== julieta[i][j] && romeo[i][j]!=0&& julieta[i][j]!=0)
{
xf=i;yf=j;
return romeo[i][j];
}
}
/*
void Drum_Romeo(int i,int j)
{
int k,xnou,ynou;
if (i!=xr || j!=yr)
{
for (k=0;k<8;k++)
{
xnou=i-di[k];
ynou=j-dj[k];
if (romeo[xnou][ynou]+1==romeo[i][j])
{
Drum_Romeo(xnou,ynou);
break;
}
}
}
cout<<i<<" "<<j<<endl;
}
void Drum_Julieta(int i, int j)
{
int k,xnou,ynou;
if (i!=xj || j!=yj)
{
for (k=0;k<8;k++)
{
xnou=i-di[k];
ynou=j-dj[k];
if (julieta[xnou][ynou]+1==julieta[i][j])
{
Drum_Julieta(xnou,ynou);
break;
}
}
}
cout<<i<<" "<<j<<endl;
}
*/
int main()
{
Citiri_Preluari();
//Afisare_Matrice(a);
Lee(xr,yr,romeo);
//Afisare_Matrice(romeo);
Lee(xj,yj,julieta);
//Afisare_Matrice(julieta);
int x=Intersectie();
g<<xf<<" "<<yf<<" "<<x;
//Drum_Romeo(xf,yf);
//Drum_Julieta(xf,yf);
g.close();
return 0;
}