#include <bits/stdc++.h>
using namespace std;
struct point {
  double x, y;
  point() { x = y = 0.0; }
  point(double _x, double _y) : x(_x), y(_y) {}
  bool operator<(point other) const {
    if (fabs(x - other.x) > 1e-9) return x < other.x;
    return y < other.y;
  }
  bool operator>(point other) const {
    if (fabs(x - other.x) > 1e-9) return x > other.x;
    return y > other.y;
  }
  bool operator==(point other) const {
    return (fabs(x - other.x) < 1e-9 && (fabs(y - other.y) < 1e-9));
  }
};
double DEG_to_RAD(double t) { return t * M_PI / 180.0; }
double RAD_to_DEG(double t) { return t * 180.0 / M_PI; }
point rotate(point p, double theta) {
  double rad = DEG_to_RAD(theta);
  point t;
  if (fabs(p.x * cos(rad) - p.y * sin(rad)) < 1e-9)
    t.x = 0.0;
  else
    t.x = p.x * cos(rad) - p.y * sin(rad);
  if (fabs(p.x * sin(rad) + p.y * cos(rad)) < 1e-9)
    t.y = 0.0;
  else
    t.y = p.x * sin(rad) + p.y * cos(rad);
  return t;
}
double dist(point p1, point p2) { return hypot(p1.x - p2.x, p1.y - p2.y); }
struct line {
  double a, b, c;
};
void pointsToLine(point p1, point p2, line &l) {
  if (fabs(p1.x - p2.x) < 1e-9) {
    l.a = 1.0;
    l.b = 0.0;
    l.c = -p1.x;
  } else {
    l.a = -(double)(p1.y - p2.y) / (p1.x - p2.x);
    l.b = 1.0;
    l.c = -(double)(l.a * p1.x) - p1.y;
  }
}
void point_and_m_ToLine(point p, double m, line &l) {
  l.a = -1 * m;
  l.b = 1;
  l.c = m * p.x - p.y;
}
bool areParallel(line l1, line l2) {
  return (fabs(l1.a - l2.a) < 1e-9) && (fabs(l1.b - l2.b) < 1e-9);
}
bool areSame(line l1, line l2) {
  return areParallel(l1, l2) && (fabs(l1.c - l2.c) < 1e-9);
}
bool areIntersect(line l1, line l2, point &p) {
  if (areParallel(l1, l2)) return false;
  p.x = (l2.b * l1.c - l1.b * l2.c) / (l2.a * l1.b - l1.a * l2.b);
  if (fabs(l1.b) > 1e-9)
    p.y = -(l1.a * p.x + l1.c);
  else
    p.y = -(l2.a * p.x + l2.c);
  return true;
}
struct vec {
  double x, y;
  vec(double _x, double _y) : x(_x), y(_y) {}
};
vec toVec(point a, point b) { return vec(b.x - a.x, b.y - a.y); }
vec scale(vec v, double s) { return vec(v.x * s, v.y * s); }
point translate(point p, vec v) {
  point t;
  if (fabs(p.x + v.x) < 1e-9)
    t.x = 0.0;
  else
    t.x = p.x + v.x;
  if (fabs(p.y + v.y) < 1e-9)
    t.y = 0.0;
  else
    t.y = p.y + v.y;
  return t;
}
double dot(vec a, vec b) { return (a.x * b.x + a.y * b.y); }
double norm_sq(vec v) { return v.x * v.x + v.y * v.y; }
double distToLine(point p, point a, point b, point &c) {
  vec ap = toVec(a, p), ab = toVec(a, b);
  double u = dot(ap, ab) / norm_sq(ab);
  c = translate(a, scale(ab, u));
  return dist(p, c);
}
double distToLineSegment(point p, point a, point b, point &c) {
  vec ap = toVec(a, p), ab = toVec(a, b);
  double u = dot(ap, ab) / norm_sq(ab);
  if (u < 0.0) {
    c = point(a.x, a.y);
    return dist(p, a);
  }
  if (u > 1.0) {
    c = point(b.x, b.y);
    return dist(p, b);
  }
  return distToLine(p, a, b, c);
}
double angle(point a, point o, point b) {
  vec oa = toVec(o, a), ob = toVec(o, b);
  return acos(dot(oa, ob) / sqrt(norm_sq(oa) * norm_sq(ob)));
}
long long Pow(long long b, long long p) {
  if (p == 0) return 1;
  if (p == 1) return b;
  if (p % 2 == 1) return b * Pow(b, p - 1);
  long long r = Pow(b, p / 2);
  return r * r;
}
double Triangle_area(double a, double b, double c) {
  double v = 0.5 * (a + b + c);
  return sqrt(v * (v - a) * (v - b) * (v - c));
}
long double teta(long double a, long double b, long double c) {
  long double s = Triangle_area(a, b, c);
  if (c > (sqrt(Pow(a, 2) + Pow(b, 2))))
    return M_PI - (asin((2 * s) / (a * b)));
  else
    return (asin((2 * s) / (a * b)));
}
double get_height(point a, point b, point c) {
  double tet = angle(b, a, c);
  return sin(tet) * dist(a, b);
}
int main() {
  point a[100005];
  int n;
  double m = 1e15;
  cin >> n;
  for (int i = 0; i < n; i++) cin >> a[i].x >> a[i].y;
  for (int i = 0; i < n; i++) {
    point p1 = a[i];
    point p2 = a[(i + 1) % n];
    point p3 = a[(i + 2) % n];
    point p4;
    double t = distToLineSegment(p2, p1, p3, p4);
    t /= 2;
    m = min(m, t);
  }
  cout << fixed << setprecision(10) << m;
  return 0;
}
