#include #define rep(i, n) for (int i = 0; i < (n); i++) #define repr(i, n) for (int i = (n) - 1; i >= 0; i--) #define range(a) a.begin(), a.end() using namespace std; using ll = long long; struct semiring { long long x; semiring(long long x_ = 0) : x(x_) {} static semiring zero() { return semiring(0); } static semiring one() { return semiring(1); } friend semiring operator+(semiring a, semiring b) { return semiring(a.x + b.x); } friend semiring operator*(semiring a, semiring b) { return semiring(a.x * b.x); } }; struct vec { semiring x0; semiring x1; semiring x2; semiring x3; }; vec operator+(vec a, vec b) { a.x0 = a.x0 + b.x0; a.x1 = a.x1 + b.x1; a.x2 = a.x2 + b.x2; a.x3 = a.x3 + b.x3; return a; } struct mat { int k; semiring x0; }; mat operator*(mat a, mat b) { mat c; if (a.k == 0 && b.k == 0) { c.k = 2; c.x0 = a.x0; } if (a.k == 0 && b.k == 1) { c.k = 0; c.x0 = a.x0; } if (a.k == 0 && b.k == 2) { c.k = 0; c.x0 = a.x0; } if (a.k == 0 && b.k == 3) { c.k = 2; c.x0 = a.x0; } if (a.k == 0 && b.k == 4) { c.k = 0; c.x0 = a.x0; } if (a.k == 0 && b.k == 5) { c.k = 2; c.x0 = a.x0; } if (a.k == 1 && b.k == 0) { c.k = 3; c.x0 = a.x0; } if (a.k == 1 && b.k == 1) { c.k = 1; c.x0 = a.x0; } if (a.k == 1 && b.k == 2) { c.k = 1; c.x0 = a.x0; } if (a.k == 1 && b.k == 3) { c.k = 3; c.x0 = a.x0; } if (a.k == 1 && b.k == 4) { c.k = 1; c.x0 = a.x0; } if (a.k == 1 && b.k == 5) { c.k = 3; c.x0 = a.x0; } if (a.k == 2 && b.k == 0) { c.k = 0; c.x0 = a.x0; } if (a.k == 2 && b.k == 1) { c.k = 2; c.x0 = a.x0; } if (a.k == 2 && b.k == 2) { c.k = 2; c.x0 = a.x0; } if (a.k == 2 && b.k == 3) { c.k = 0; c.x0 = a.x0; } if (a.k == 2 && b.k == 4) { c.k = 2; c.x0 = a.x0; } if (a.k == 2 && b.k == 5) { c.k = 0; c.x0 = a.x0; } if (a.k == 3 && b.k == 0) { c.k = 1; c.x0 = a.x0; } if (a.k == 3 && b.k == 1) { c.k = 3; c.x0 = a.x0; } if (a.k == 3 && b.k == 2) { c.k = 3; c.x0 = a.x0; } if (a.k == 3 && b.k == 3) { c.k = 1; c.x0 = a.x0; } if (a.k == 3 && b.k == 4) { c.k = 3; c.x0 = a.x0; } if (a.k == 3 && b.k == 5) { c.k = 1; c.x0 = a.x0; } if (a.k == 4 && b.k == 0) { c.k = 0; c.x0 = b.x0 + a.x0; } if (a.k == 4 && b.k == 1) { c.k = 1; c.x0 = b.x0 + a.x0; } if (a.k == 4 && b.k == 2) { c.k = 2; c.x0 = b.x0 + a.x0; } if (a.k == 4 && b.k == 3) { c.k = 3; c.x0 = b.x0 + a.x0; } if (a.k == 4 && b.k == 4) { c.k = 4; c.x0 = b.x0 + a.x0; } if (a.k == 4 && b.k == 5) { c.k = 5; c.x0 = b.x0 + a.x0; } if (a.k == 5 && b.k == 0) { c.k = 1; c.x0 = b.x0 + a.x0; } if (a.k == 5 && b.k == 1) { c.k = 0; c.x0 = b.x0 + a.x0; } if (a.k == 5 && b.k == 2) { c.k = 3; c.x0 = b.x0 + a.x0; } if (a.k == 5 && b.k == 3) { c.k = 2; c.x0 = b.x0 + a.x0; } if (a.k == 5 && b.k == 4) { c.k = 5; c.x0 = b.x0 + a.x0; } if (a.k == 5 && b.k == 5) { c.k = 4; c.x0 = b.x0 + a.x0; } return c; } vec operator*(mat a, vec b) { vec c; if (a.k == 0) { c.x0 = b.x2 + a.x0*b.x3; c.x1 = b.x2; c.x2 = b.x1; c.x3 = b.x3; } if (a.k == 1) { c.x0 = b.x2 + a.x0*b.x3; c.x1 = b.x1; c.x2 = b.x2; c.x3 = b.x3; } if (a.k == 2) { c.x0 = b.x1 + a.x0*b.x3; c.x1 = b.x1; c.x2 = b.x2; c.x3 = b.x3; } if (a.k == 3) { c.x0 = b.x1 + a.x0*b.x3; c.x1 = b.x2; c.x2 = b.x1; c.x3 = b.x3; } if (a.k == 4) { c.x0 = b.x0 + a.x0*b.x3; c.x1 = b.x1; c.x2 = b.x2; c.x3 = b.x3; } if (a.k == 5) { c.x0 = b.x0 + a.x0*b.x3; c.x1 = b.x2; c.x2 = b.x1; c.x3 = b.x3; } return c; } mat identity() { mat a; a.k = 4; a.x0 = semiring::zero(); return a; } mat typeA() { mat a; a.k = 2; a.x0 = semiring::zero(); return a; } mat typeB(semiring x0) { mat a; a.k = 5; a.x0 = x0; return a; } mat typeC(semiring x0) { mat a; a.k = 4; a.x0 = x0; return a; } constexpr int U = 1 << 17; vec dat[U * 2]; mat lazy[U * 2]; void apply(int k, mat v) { lazy[k] = v * lazy[k]; dat[k] = v * dat[k]; } void push(int k) { apply(k * 2 + 0, lazy[k]); apply(k * 2 + 1, lazy[k]); lazy[k] = identity(); } void pull(int k) { dat[k] = dat[k * 2] + dat[k * 2 + 1]; } void update(int a, int b, mat v, int k = 1, int l = 0, int r = U) { if (r <= a || b <= l) return; if (a <= l && r <= b) { apply(k, v); return; } push(k); int m = (l + r) / 2; update(a, b, v, k * 2 + 0, l, m); update(a, b, v, k * 2 + 1, m, r); pull(k); } vec query(int a, int b, int k = 1, int l = 0, int r = U) { if (r <= a || b <= l) return vec{}; if (a <= l && r <= b) return dat[k]; push(k); int m = (l + r) / 2; vec vl = query(a, b, k * 2 + 0, l, m); vec vr = query(a, b, k * 2 + 1, m, r); return vl + vr; } int main() { cin.tie(nullptr); ios::sync_with_stdio(false); int N, Q; cin >> N >> Q; vector A(N); rep(i, U * 2) lazy[i] = identity(); rep(i, N) { cin >> A[i]; dat[i + U].x0 = A[i]; dat[i + U].x1 = A[i] % 2; dat[i + U].x2 = (A[i] + 1) % 2; dat[i + U].x3 = 1; } for (int i = U - 1; i >= 1; i--) pull(i); while (Q--) { int type; cin >> type; if (type == 1) { int l, r; cin >> l >> r; l--; update(l, r, typeA()); } else if (type == 2) { int l, r, x; cin >> l >> r >> x; l--; if (x % 2 == 1) { update(l, r, typeB(x)); } else { update(l, r, typeC(x)); } } else { int l, r; cin >> l >> r; l--; vec ans = query(l, r); cout << ans.x0.x << '\n'; } } }