#include <bits/stdc++.h>
using namespace std;
long long k, l, maxl, temp, req[10];
int n, m;
set<long long> maxi[10];
double DEG_to_RAD(double x) {
  double Pi = 3.1415926536, p = 180.0;
  return x * (Pi / p);
}
long long a[100300][8];
const double EPS = 1e-9;
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) > EPS) return x < other.x;
    return y < other.y;
  }
  bool operator==(point other) const {
    return (fabs(x - other.x) < EPS && (fabs(y - other.y) < EPS));
  }
};
double dist(point p1, point p2) { return hypot(p1.x - p2.x, p1.y - p2.y); }
point rotate(point p, double theta) {
  double rad = DEG_to_RAD(theta);
  return point(p.x * cos(rad) - p.y * sin(rad),
               p.x * sin(rad) + p.y * cos(rad));
}
struct line {
  double a, b, c;
};
void pointsToLine(point p1, point p2, line &l) {
  if (fabs(p1.x - p2.x) < EPS) {
    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;
  }
}
bool areParallel(line l1, line l2) {
  return (fabs(l1.a - l2.a) < EPS) && (fabs(l1.b - l2.b) < EPS);
}
bool areSame(line l1, line l2) {
  return areParallel(l1, l2) && (fabs(l1.c - l2.c) < EPS);
}
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) > EPS)
    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) { return point(p.x + v.x, p.y + v.y); }
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);
}
int main() {
  int n;
  cin >> n;
  point p[1100];
  for (int i = 1; i <= n; i++) {
    cin >> p[i].x >> p[i].y;
  }
  double sol;
  for (int i = 1; i <= n; i++) {
    int a = i + 1, b = i - 1;
    if (a > n) a -= n;
    if (b < 1) b += n;
    point c;
    double f = distToLine(p[i], p[a], p[b], c);
    if (i == 1) sol = f;
    if (sol > f) sol = f;
  }
  cout << fixed << setprecision(8) << sol / 2;
  return 0;
}
