# (C++) GetMazeDistancesSlow

GetMazeDistancesSlow is the perhaps more straightforward, though slower algorithm of GetMazeDistances.

## Project and source code

Operating system: Ubuntu 10.04 LTS Lucid Lynx

IDE: Qt Creator 2.0.0

Project type: Qt4 GUI Application

Compiler: G++ 4.4.1

Libraries used:

 ``` #include #include //From http://www.richelbilderbeek.nl/GetMazeDistances.htm std::vector > GetMazeDistancesSlow(   const std::vector >& maze,   const int x,   const int y) {   //Assume maze is square   assert(maze.size() == maze.size());   assert(maze[y][x] == 0); //Assume starting point is no wall   const int size = maze.size();   const int area = size * size;   const int maxDistance = area;   std::vector > distances(size, std::vector(size,maxDistance));   std::vector > distances(size, std::vector(size,maxDistance));   {     //Calculate the distances     int distance = 0;     distances[y][x] = 0; //Set final point     bool newDistanceFound = true;     while(newDistanceFound == true)     {       ++distance;       newDistanceFound = false;       for (int y=0; y!=size; ++y)       {         for (int x=0; x!=size; ++x)         {           //Check if this spot can be assigned a distance value           if (maze[y][x] != 0) continue; //Continue if here is a wall           if (distances[y][x] != maxDistance) continue; //Continue if already in solution           if (distances[y][x] != maxDistance) continue; //Continue if already in solution           if ( x!=0 && distances[y][x-1] == distance - 1 )           { distances[y][x] = distance; newDistanceFound = true; continue; }           if ( x!=size-1 && distances[y][x+1] == distance - 1 )           { distances[y][x] = distance; newDistanceFound = true; continue; }           if ( y!=0 && distances[y-1][x] == distance - 1 )           { distances[y][x] = distance; newDistanceFound = true; continue; }           if ( y!=size-1 && distances[y+1][x] == distance - 1 )           { distances[y][x] = distance; newDistanceFound = true; continue; }         }       }     }   }   return distances; } ``` 