#include #include using namespace std; using namespace atcoder; const long long INF_LL = 2000000000000000000LL; const int INF = 2000000000; const long long MOD = 1000000007; #define ll long long #define all(x) x.begin(), x.end() #define REP(i, a, b) for(int i = a; i < b; i++) #define rep(i, n) REP(i, 0, n) // typedef float double; // typedef priority_queue prique; typedef pair P; typedef vector vi; typedef vector vvi; typedef vector

vp; typedef vector vl; typedef vector matrix; int dx[4] = {0, -1, 0, 1}; int dy[4] = {1, 0, -1, 0}; int sign[2] = {1, -1}; template bool chmax(T &a, T b) { if(a < b) { a = b; return 1; } return 0; } template bool chmin(T &a, T b) { if(a > b) { a = b; return 1; } return 0; } ll modpow(ll a, ll b, ll m) { if(b == 0) return 1; ll t = modpow(a, b / 2, m); if(b & 1) { return (t * t % m) * a % m; } else { return t * t % m; } } struct edge { int to; ll cost; edge(int t, ll c) { to = t, cost = c; } }; typedef vector> graph; // using mint = modint998244353; vector prime_factorize(long long N) { vector res; for (long long a = 2; a * a <= N; ++a) { if (N % a != 0) continue; while (N % a == 0) { N /= a; } res.push_back(a); } if (N != 1) res.push_back(N); return res; } int op1(int a, int b){ return max(a, b); } int op2(int a, int b){ return min(a, b); } bool op3(bool a, bool b){ return a & b; } int e1(){return 0;} int e2(){return INF;} bool e3(){return true;} int main(){ cin.tie(0); ios_base::sync_with_stdio(false); int n; cin >> n; vi a(n); rep(i, n) cin >> a[i]; bool flg = true; rep(i, n - 1){ if(a[i] > a[i + 1]){ flg = false; } } if(flg){ cout << 0 << endl; return 0; } segtree maxseg(a); segtree minseg(a); segtree andseg(n - 1); rep(i, n - 1){ if(a[i] > a[i + 1]) andseg.set(i, false); } REP(i, 1, n){ if(!andseg.prod(i, n - 1) || !andseg.prod(0, i - 1)){ continue; } int l = i, r = n + 1; while(r - l > 1){ int m = (l + r) / 2; if(maxseg.prod(i, m) <= minseg.prod(0, i - 1)){ l = m; }else{ r = m; } } if(maxseg.prod(0, i) <= minseg.prod(l, n)){ cout << 1 << endl; return 0; } } cout << 2 << endl; return 0; }