BFS itself took maybe five minutes to write.
First, decouple the maze data from the OOP wrapper by extracting the grid, walls, start, and end into simple data structures (e.g., 2D array, coordinate tuples). Then implement standard BFS on the extracted data, tracking visited cells and parent pointers to reconstruct the shortest path. Finally, map the path back to the original objects if needed, and discuss trade-offs of the extraction approach.
Pro tip: Mention that you would write a thin adapter layer to isolate the OOP interface, making the BFS testable and the code maintainable. This shows you think about long-term code health, not just solving the puzzle.
Explore the nested classes to identify methods that expose grid dimensions, wall checks, and start/end positions. Note any performance costs of chained calls.
Build a lightweight adapter or copy the maze into a 2D array and coordinate variables, avoiding repeated OOP traversals during BFS.
Use a queue to explore neighbors level by level, marking visited cells and storing parent pointers to reconstruct the shortest path.
Backtrack from the end cell using parent pointers to build the path, then map it back to the original OOP objects if required.
Talk about time/space complexity, the cost of extraction, and alternatives like lazy evaluation or modifying the OOP classes directly.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.