Virtual contest is a way to take part in past contest, as close as possible to participation on time. It is supported only ACM-ICPC mode for virtual contests.
If you've seen these problems, a virtual contest is not for you - solve these problems in the archive.
If you just want to solve some problem from a contest, a virtual contest is not for you - solve this problem in the archive.
Never use someone else's code, read the tutorials or communicate with other person during a virtual contest.

No tag edit access

E. Funny Game

time limit per test

1 secondmemory limit per test

256 megabytesinput

standard inputoutput

standard outputOnce upon a time Petya and Gena gathered after another programming competition and decided to play some game. As they consider most modern games to be boring, they always try to invent their own games. They have only stickers and markers, but that won't stop them.

The game they came up with has the following rules. Initially, there are *n* stickers on the wall arranged in a row. Each sticker has some number written on it. Now they alternate turn, Petya moves first.

One move happens as follows. Lets say there are *m* ≥ 2 stickers on the wall. The player, who makes the current move, picks some integer *k* from 2 to *m* and takes *k* leftmost stickers (removes them from the wall). After that he makes the new sticker, puts it to the left end of the row, and writes on it the new integer, equal to the sum of all stickers he took on this move.

Game ends when there is only one sticker left on the wall. The score of the player is equal to the sum of integers written on all stickers he took during all his moves. The goal of each player is to maximize the difference between his score and the score of his opponent.

Given the integer *n* and the initial sequence of stickers on the wall, define the result of the game, i.e. the difference between the Petya's and Gena's score if both players play optimally.

Input

The first line of input contains a single integer *n* (2 ≤ *n* ≤ 200 000) — the number of stickers, initially located on the wall.

The second line contains *n* integers *a*_{1}, *a*_{2}, ..., *a*_{n} ( - 10 000 ≤ *a*_{i} ≤ 10 000) — the numbers on stickers in order from left to right.

Output

Print one integer — the difference between the Petya's score and Gena's score at the end of the game if both players play optimally.

Examples

Input

3

2 4 8

Output

14

Input

4

1 -7 -2 3

Output

-3

Note

In the first sample, the optimal move for Petya is to take all the stickers. As a result, his score will be equal to 14 and Gena's score will be equal to 0.

In the second sample, the optimal sequence of moves is the following. On the first move Petya will take first three sticker and will put the new sticker with value - 8. On the second move Gena will take the remaining two stickers. The Petya's score is 1 + ( - 7) + ( - 2) = - 8, Gena's score is ( - 8) + 3 = - 5, i.e. the score difference will be - 3.

Codeforces (c) Copyright 2010-2017 Mike Mirzayanov

The only programming contests Web 2.0 platform

Server time: Apr/24/2017 10:19:17 (c2).

Desktop version, switch to mobile version.
User lists

Name |
---|