Hi👋SpeedAlgo • Deliberate Practice & Cognitive Ergonomics for Software Engineers

An interactive algorithm mastery and technical interview preparation platform published by Hi👋WebEnterprise. Built for senior and staff software engineers preparing for rigorous coding screens at top tech companies (FAANG/MAMAA).

13 Core Algorithmic Patterns & 225 Practice Problems

  • 1. Two Pointers (16 Paradigms, 43 Problems): Opposite ends, sorted pair sums, palindrome verification, trapping rain water, 3Sum, container with most water — includes the Sliding Window and Fast & Slow Pointers paradigms (contiguous subarray invariants, longest substrings, Floyd's cycle detection, linked list middle).
  • 2. Binary Search (9 Paradigms, 14 Problems): Monotonic predicate partitioning (feasible(x)), boundary search, rotated sorted arrays, square roots, minimum ship capacity, median of two sorted arrays, matrix median on value range.
  • 3. Bit Manipulation (5 Paradigms, 11 Problems): Counting set bits, XOR cancellation, bit reversal, bitmask pairing, maximum XOR with a bitwise trie.
  • 4. Math & Geometry (8 Paradigms, 14 Problems): Sieve of Eratosthenes, integer/roman conversions, modular arithmetic, geometric simulation.
  • 5. Tree/Graph Depth-First Search (15 Paradigms, 24 Problems): Path sums, lowest common ancestor, tree diameter, validating BSTs, tree DP (House Robber III, Binary Tree Cameras).
  • 6. Tree/Graph Breadth-First Search (5 Paradigms, 12 Problems): Level-order traversals, shortest path in unweighted graphs, zig-zag traversals, rotting oranges, word ladders.
  • 7. Graphs (12 Paradigms, 22 Problems): Topological sort, cycle detection, Dijkstra's algorithm, bipartite graph validation, network delay.
  • 8. Backtracking (6 Paradigms, 14 Problems): Subsets, permutations, combinations, constraint satisfaction, pruning, N-Queens, Sudoku solver.
  • 9. Dynamic Programming (13 Paradigms, 28 Problems): Memoization vs tabulation, 0/1 knapsack, unbounded knapsack, coin change, edit distance, longest common subsequence.
  • 10. Heap / Priority Queue (9 Paradigms, 11 Problems): Running medians, top-k elements, interval scheduling, IPO, k-way merges.
  • 11. Advanced Data Structures (7 Paradigms, 17 Problems): Trie (prefix tree), Union-Find (Disjoint Set Union), LRU Cache, LFU Cache, range-sum queries with updates.
  • 12. Stack (5 Paradigms, 9 Problems): Next greater element, largest rectangle in histogram, remove k digits, decode string, min stack.
  • 13. Intervals & Greedy (2 Paradigms, 6 Problems): Merge intervals, interval scheduling, meeting rooms by sweep line, jump game.

4-Stage Deliberate Practice Framework

  1. Stage 1 (Compare & Learn): Read the pattern's mental model, loop invariant and Big-O proof, compare the pattern's template with the problem's solution side by side, and use the step-by-step debugger. The solution can also be shown in C#, Java, TypeScript, C++, Go or Rust for almost every problem.
  2. Stage 2 (Active Recall): Rebuild the solution from memory in a code editor, with an invariant checklist and optional progressive hints, and check it against a judged test suite.
  3. Stage 3 (AI Interview Coach, coming soon): A mock-interview stage still in development; for now, students go straight from Stage 2 to Stage 4.
  4. Stage 4 (Solve on Your Own): Solve a new problem on your own against a 15-minute timer; your code is graded against a test suite. Python and TypeScript run in your browser and C# runs on our server (design problems grade in Python and TypeScript).

Equipped with a spaced-repetition review hub on a fixed 7-step schedule (1 day up to 90 days), a two-pane Studio workspace, and study notes.

Pricing, Access & Commercial Terms

  • Core Curriculum: 100% Free. No credit card required.
  • Coins: New accounts get 40 free coins once, the daily claim adds +20 coins once a day, and inviting a friend earns you +25 coins when they complete their first practice step. These are the only ways to earn coins.
  • AI Coach: Each AI coach question costs 1-5 coins, priced by the server according to its size.
  • BYOK (Bring Your Own Key): AI coaching is free with your own Google Gemini, OpenAI or OpenRouter API key (BYOK).
  • Extras: Coins also unlock extras for 24 hours: a Recall hint level (1 coin), a Solve solution reveal (2), a LeetCode problem card's solutions (1) and a pattern's extra canonical problems (1).
  • Payments & Refunds: Nothing on the site is sold for money: coins can only be earned, never bought. There are no subscriptions or charges, so there is nothing to refund.
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Hi👋SpeedAlgo

Invariant-First Algorithmic Mastery

Arena
238Items
Theory Context•Graph Algorithms
MediumLC 1091

Shortest Path in Binary Matrix (LeetCode 1091)

You get a square grid grid with n rows and n columns. Each cell holds 0 or 1. A cell with 0 is open. A cell with 1 is blocked.

You start in the top-left cell (0, 0) and want to reach the bottom-right cell (n - 1, n - 1). In one move, you step to any of the 8 cells around you: up, down, left, right, or one of the 4 diagonals. You may stand only on open cells.

The length of a path is the number of cells on it, and the start cell counts. Return the length of the shortest path. Return -1 when no path exists.

Worked Examples

Example 1
Input:grid = [[0,1],[1,0]]
Output:2
0110
Explanation: Step diagonally from (0, 0) to (1, 1). The path has 2 cells.
Example 2
Input:grid = [[0,0,0],[1,1,0],[1,1,0]]
Output:4
000110110
Explanation: One shortest path is (0, 0), (0, 1), (1, 2), (2, 2). It has 4 cells.
Example 3
Input:grid = [[1,0,0],[1,1,0],[1,1,0]]
Output:-1
Explanation: The start cell (0, 0) holds 1, so it is blocked and no path exists.

⚖️Formal Constraints & Bounds

  • n == grid.length

  • n == grid[i].length

  • 1 <= n <= 100

  • grid[i][j] is 0 or 1

Deep-Dive & Conceptual Insights

Core Insight

Dijkstra's algorithm pops the state with the lowest cost so far. A* pops the state with the lowest cost so far plus a guess of the cost still to go. When the guess is never larger than the true cost still to go, the first goal that is popped has the lowest cost, and fewer states are popped on the way.

Real-World Scenario & Production Applications

A game character walks across a map made of tiles, and a diagonal step is allowed. The game needs the shortest route to a flag. The flag position is known, so the search can try the tiles that are closer to the flag first.

Step-by-Step Execution Trace Table

Trace of Example 2: grid = [[0,0,0],[1,1,0],[1,1,0]]. Here n = 3 and guess(r, c) = max(2 - r, 2 - c). Each entry of pq is (cost + guess, cost, row, column). pq starts as [(3, 1, 0, 0)], because the start cell has cost = 1 and guess = 2.

PopEntry poppedCells pushedpq after the pushes (smallest first)
1(3, 1, 0, 0)(0, 1) with cost = 2 and total 4[(4, 2, 0, 1)]
2(4, 2, 0, 1)(1, 2) with cost = 3 and total 4, (0, 2) with cost = 3 and total 5[(4, 3, 1, 2), (5, 3, 0, 2)]
3(4, 3, 1, 2)(2, 2) with cost = 4 and total 4[(4, 4, 2, 2), (5, 3, 0, 2)]
4(4, 4, 2, 2)none: this is the bottom-right cell, so return 4

The cell (0, 2) is pushed with total 5 and is never popped, because the goal is popped first with total 4.

Trace Inputgrid = [[0,1],[1,0]]
Expected2

Trace of Example 2: grid = [[0,0,0],[1,1,0],[1,1,0]]. Here n = 3 and guess(r, c) = max(2 - r, 2 - c). Each entry of pq is (cost + guess, cost, row, column). pq starts as [(3, 1, 0, 0)], because the start cell has cost = 1 and guess = 2.

PopEntry poppedCells pushedpq after the pushes (smallest first)
1(3, 1, 0, 0)(0, 1) with cost = 2 and total 4[(4, 2, 0, 1)]
2(4, 2, 0, 1)(1, 2) with cost = 3 and total 4, (0, 2) with cost = 3 and total 5[(4, 3, 1, 2), (5, 3, 0, 2)]
3(4, 3, 1, 2)(2, 2) with cost = 4 and total 4[(4, 4, 2, 2), (5, 3, 0, 2)]
4(4, 4, 2, 2)none: this is the bottom-right cell, so return 4

The cell (0, 2) is pushed with total 5 and is never popped, because the goal is popped first with total 4.

Code Shape
Archetype Code Shape
Python
1best = {(0, 0): 1}
2pq = [(1 + guess(0, 0), 1, 0, 0)]
3while pq:
4 _, cost, r, c = heappop(pq)
5 if cost > best[(r, c)]:
6 continue
7 if (r, c) is the bottom-right cell:
8 return cost
9 for each of the 8 neighbours (nr, nc) that is open:
10 if cost + 1 < best.get((nr, nc), inf):
11 best[(nr, nc)] = cost + 1
12 heappush(pq, (cost + 1 + guess(nr, nc), cost + 1, nr, nc))
13return -1

Conceptual Narrative

🧭 Conceptual Foundation & Pattern Intuition

Dijkstra's algorithm pops the state with the lowest cost so far. That search spreads in every direction, like a ring that grows around the start. When you know where the goal is, most of that ring is wasted effort. A* adds one number to each state: a guess of the cost still to go. The heap pops the state with the lowest cost + guess.

🧭 The Guess, Step by Step

On a grid where every move goes to one of 8 neighbours, a cell that still has some rows and some columns to go to the corner needs at least max(rows left, columns left) more moves. A diagonal move lowers both numbers by 1 in one move, so the larger of the two is the best case. That number is never too large. A guess that is never too large is called admissible. This guess is also consistent: one move lowers it by at most 1, and a move costs 1. A consistent guess makes the first pop of a cell final.

🔑 The Key Idea in the Code

Two lines carry the idea. heapq.heappush(pq, (cost + 1 + guess(nr, nc), cost + 1, nr, nc)) orders the heap by cost plus guess. if r == n - 1 and c == n - 1: return cost checks the goal only when it is popped. With guess equal to 0, the same code is Dijkstra's algorithm.

  • Using a guess that can be larger than the true cost still to go: (n - 1 - r) + (n - 1 - c) counts a diagonal move twice. On [[0, 0, 1, 0, 0], [0, 1, 0, 0, 0], [0, 0, 0, 1, 0], [0, 0, 0, 0, 0], [0, 0, 0, 0, 0]] the search returns 7 instead of 6.

  • Skipping the stale check after the pop: a cell can wait in pq more than once. The answer stays right, but the older entry expands the cell again.

  • Checking the goal when it is pushed instead of when it is popped: a cheaper way to the goal can still wait in pq when step costs differ.

  • Marking a cell as seen the first time it is pushed: the first way to a cell can be the more expensive one, and a later cheaper way must replace it.

  • Ordering pq by the guess alone: the search follows the cell that looks closest to the goal. On [[0, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 1], [0, 0, 0, 0]] it returns 6 instead of 5.

Senior SWE Reasoning Architecture

4-Phase Thought Process Model

Pattern Recognition Signals

The 10-second spot

"Shortest clear path" that starts in the top-left corner and ends in the bottom-right corner, with moves to all 8 neighbours. There is one start and one known goal cell, so the rows and columns left give a cheap guess of the moves left. When the goal is one known position and a guess that is never too large exists, A* pops fewer cells than a search that expands in every direction.

Formulating the Predicate & Invariants

Turning intuition into a boolean rule

Every entry in pq is (cost + guess, cost, r, c), and guess(r, c) = max(n - 1 - r, n - 1 - c) is never larger than the number of cells still to be added to the path. When (n - 1, n - 1) is popped, cost is final, because every other path is still behind an entry whose total is at least as large.

Silent Failure Traps & Edge Cases

Where confident candidates still lose points

  • The start cell has cost = 1, because the path length counts cells. A start of 0 makes every answer one too small.

The 60-Second Interview Pitch

Say this out loud before you type a single line

"I'd solve this with A star search. The start and the goal are two known cells, and a diagonal move is one step, so the moves left from a cell are at least the larger of the rows left and the columns left. That guess is never too large. I keep best, the lowest cost found for each cell, and a min-heap ordered by cost plus guess. I pop the smallest entry and skip it if its cost is higher than best. When I pop the bottom-right cell, its cost is the answer, because every other path is still behind an entry with a total at least as large. If the guess were the rows left plus the columns left, it would count a diagonal move twice and could return a longer path. Time is order N squared times log N, and space is order N squared."

Big-O Invariant Derivation

Complexity & Mathematical Proof

TIME COMPLEXITY

O(N^2 log N)

An N x N grid has N^2 cells. The guess is consistent, because one move changes max(n - 1 - r, n - 1 - c) by at most 1, so each cell is expanded once with its final cost. An expansion scans 8 neighbours, which is constant work, and pushes at most 8 entries. So pq receives at most 8 * N^2 entries in all. Each push and pop costs O(log(8 * N^2)), which is O(log N). The total is O(N^2 log N). The guess keeps this bound and usually lowers the number of pops: on an empty grid only the N cells on the diagonal are popped, and with a guess of 0 all N^2 cells are popped.

SPACE COMPLEXITY

O(N^2)

best holds one entry for each cell that was reached, at most N^2. pq holds at most 8 * N^2 entries. There is no recursion. The answer is one integer. So the space is O(N^2).

Formal Recurrence Relation

T(N)=N2⋅8 neighbour checks+8N2 pushes and pops⋅O(log⁡N)=O(N2log⁡N)T(N) = N^2 \cdot 8 \text{ neighbour checks} + 8N^2 \text{ pushes and pops} \cdot O(\log N) = O(N^2 \log N)T(N)=N2⋅8 neighbour checks+8N2 pushes and pops⋅O(logN)=O(N2logN)

Derivation Progression

Expansions

N2 cells, each expanded onceN^2 \text{ cells, each expanded once}N2 cells, each expanded once

The guess is consistent, so a cell popped with cost == best[(r, c)] already has its final cost. Later entries for the cell are skipped as stale.

Work per expansion

8 = O(1)

for dr, dc in directions visits 8 neighbours, and each test is constant work.

Heap work

≤8N2 pushes and pops⋅O(log⁡N)\le 8N^2 \text{ pushes and pops} \cdot O(\log N)≤8N2 pushes and pops⋅O(logN)

A push happens only when a neighbour's cost gets lower, at most once for each expansion and neighbour pair. The heap holds at most 8N^2 entries, so log(8N^2) = O(log N).

Total

O(N2log⁡N)O(N^2 \log N)O(N2logN)

Expansions times the constant work per expansion, plus the heap work.

Variable Definitions

NNN

Side length of the grid, n

costcostcost

The fewest cells found so far on a path from (0, 0) to a cell

guessguessguess

max(n - 1 - r, n - 1 - c), the moves still needed at least

Memory Architecture & Bounds

🟣 Call Stack

O(1): a loop only, no recursion

🔵 Auxiliary Heap

O(N^2): best (at most N^2 entries) and pq (at most 8 * N^2 entries)

🟢 Output Space

O(1): one integer

Boundary Best / Worst Cases

Best Case

O(Nlog⁡N)O(N \log N)O(NlogN) on an empty grid: only the N cells on the diagonal are popped.

Average Case

O(N2log⁡N)O(N^2 \log N)O(N2logN) at most. The guess usually pops fewer cells.

Worst Case

O(N2log⁡N)O(N^2 \log N)O(N2logN) when walls force the search to pop most of the cells.

Graph & Tree Traversal Frontier

Graph & Tree Traversal Frontier
Synthesizing vector architecture diagram...
Staff+ Engineering Perspective

Senior SWE Deconstruction & Hardware Caveats

ARCHITECTURAL SIGNALS & INTERVIEW TRIGGERS

Triggers: "shortest clear path", "8-directionally connected". There is one start and one known goal cell, so the rows and columns left give a cheap guess of the moves left, and the search can be ordered by cost + guess.

CONSTRAINTS & BOUNDS

n≤100n \le 100n≤100, so the grid has up to 10410^4104 cells. Each expansion scans 8 neighbours and pushes at most 8 entries, so pq receives at most 8×1048 \times 10^48×104 entries. One search is O(N2log⁡N)O(N^2 \log N)O(N2logN). cost is at most 10410^4104, so 32-bit integers are enough.

FAANG PRODUCTION TRAPS & EDGE CASES

A guess of rows left plus columns left counts a diagonal move twice, and [[0, 0, 1, 0, 0], [0, 1, 0, 0, 0], [0, 0, 0, 1, 0], [0, 0, 0, 0, 0], [0, 0, 0, 0, 0]] returns 7 instead of 6. Ordering pq by guess alone returns 6 instead of 5 on [[0, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 1], [0, 0, 0, 0]]. The start cell counts as 1, and a blocked start or end cell returns -1 before the loop.

Theory Context•Graph Algorithms
MediumLC 1091

Shortest Path in Binary Matrix (LeetCode 1091)

You get a square grid grid with n rows and n columns. Each cell holds 0 or 1. A cell with 0 is open. A cell with 1 is blocked.

You start in the top-left cell (0, 0) and want to reach the bottom-right cell (n - 1, n - 1). In one move, you step to any of the 8 cells around you: up, down, left, right, or one of the 4 diagonals. You may stand only on open cells.

The length of a path is the number of cells on it, and the start cell counts. Return the length of the shortest path. Return -1 when no path exists.

Worked Examples

Example 1
Input:grid = [[0,1],[1,0]]
Output:2
0110
Explanation: Step diagonally from (0, 0) to (1, 1). The path has 2 cells.
Example 2
Input:grid = [[0,0,0],[1,1,0],[1,1,0]]
Output:4
000110110
Explanation: One shortest path is (0, 0), (0, 1), (1, 2), (2, 2). It has 4 cells.
Example 3
Input:grid = [[1,0,0],[1,1,0],[1,1,0]]
Output:-1
Explanation: The start cell (0, 0) holds 1, so it is blocked and no path exists.

⚖️Formal Constraints & Bounds

  • n == grid.length

  • n == grid[i].length

  • 1 <= n <= 100

  • grid[i][j] is 0 or 1

Deep-Dive & Conceptual Insights

Core Insight

Dijkstra's algorithm pops the state with the lowest cost so far. A* pops the state with the lowest cost so far plus a guess of the cost still to go. When the guess is never larger than the true cost still to go, the first goal that is popped has the lowest cost, and fewer states are popped on the way.

Real-World Scenario & Production Applications

A game character walks across a map made of tiles, and a diagonal step is allowed. The game needs the shortest route to a flag. The flag position is known, so the search can try the tiles that are closer to the flag first.

Step-by-Step Execution Trace Table

Trace of Example 2: grid = [[0,0,0],[1,1,0],[1,1,0]]. Here n = 3 and guess(r, c) = max(2 - r, 2 - c). Each entry of pq is (cost + guess, cost, row, column). pq starts as [(3, 1, 0, 0)], because the start cell has cost = 1 and guess = 2.

PopEntry poppedCells pushedpq after the pushes (smallest first)
1(3, 1, 0, 0)(0, 1) with cost = 2 and total 4[(4, 2, 0, 1)]
2(4, 2, 0, 1)(1, 2) with cost = 3 and total 4, (0, 2) with cost = 3 and total 5[(4, 3, 1, 2), (5, 3, 0, 2)]
3(4, 3, 1, 2)(2, 2) with cost = 4 and total 4[(4, 4, 2, 2), (5, 3, 0, 2)]
4(4, 4, 2, 2)none: this is the bottom-right cell, so return 4

The cell (0, 2) is pushed with total 5 and is never popped, because the goal is popped first with total 4.

Trace Inputgrid = [[0,1],[1,0]]
Expected2

Trace of Example 2: grid = [[0,0,0],[1,1,0],[1,1,0]]. Here n = 3 and guess(r, c) = max(2 - r, 2 - c). Each entry of pq is (cost + guess, cost, row, column). pq starts as [(3, 1, 0, 0)], because the start cell has cost = 1 and guess = 2.

PopEntry poppedCells pushedpq after the pushes (smallest first)
1(3, 1, 0, 0)(0, 1) with cost = 2 and total 4[(4, 2, 0, 1)]
2(4, 2, 0, 1)(1, 2) with cost = 3 and total 4, (0, 2) with cost = 3 and total 5[(4, 3, 1, 2), (5, 3, 0, 2)]
3(4, 3, 1, 2)(2, 2) with cost = 4 and total 4[(4, 4, 2, 2), (5, 3, 0, 2)]
4(4, 4, 2, 2)none: this is the bottom-right cell, so return 4

The cell (0, 2) is pushed with total 5 and is never popped, because the goal is popped first with total 4.

Code Shape
Archetype Code Shape
Python
1best = {(0, 0): 1}
2pq = [(1 + guess(0, 0), 1, 0, 0)]
3while pq:
4 _, cost, r, c = heappop(pq)
5 if cost > best[(r, c)]:
6 continue
7 if (r, c) is the bottom-right cell:
8 return cost
9 for each of the 8 neighbours (nr, nc) that is open:
10 if cost + 1 < best.get((nr, nc), inf):
11 best[(nr, nc)] = cost + 1
12 heappush(pq, (cost + 1 + guess(nr, nc), cost + 1, nr, nc))
13return -1

Conceptual Narrative

🧭 Conceptual Foundation & Pattern Intuition

Dijkstra's algorithm pops the state with the lowest cost so far. That search spreads in every direction, like a ring that grows around the start. When you know where the goal is, most of that ring is wasted effort. A* adds one number to each state: a guess of the cost still to go. The heap pops the state with the lowest cost + guess.

🧭 The Guess, Step by Step

On a grid where every move goes to one of 8 neighbours, a cell that still has some rows and some columns to go to the corner needs at least max(rows left, columns left) more moves. A diagonal move lowers both numbers by 1 in one move, so the larger of the two is the best case. That number is never too large. A guess that is never too large is called admissible. This guess is also consistent: one move lowers it by at most 1, and a move costs 1. A consistent guess makes the first pop of a cell final.

🔑 The Key Idea in the Code

Two lines carry the idea. heapq.heappush(pq, (cost + 1 + guess(nr, nc), cost + 1, nr, nc)) orders the heap by cost plus guess. if r == n - 1 and c == n - 1: return cost checks the goal only when it is popped. With guess equal to 0, the same code is Dijkstra's algorithm.

  • Using a guess that can be larger than the true cost still to go: (n - 1 - r) + (n - 1 - c) counts a diagonal move twice. On [[0, 0, 1, 0, 0], [0, 1, 0, 0, 0], [0, 0, 0, 1, 0], [0, 0, 0, 0, 0], [0, 0, 0, 0, 0]] the search returns 7 instead of 6.

  • Skipping the stale check after the pop: a cell can wait in pq more than once. The answer stays right, but the older entry expands the cell again.

  • Checking the goal when it is pushed instead of when it is popped: a cheaper way to the goal can still wait in pq when step costs differ.

  • Marking a cell as seen the first time it is pushed: the first way to a cell can be the more expensive one, and a later cheaper way must replace it.

  • Ordering pq by the guess alone: the search follows the cell that looks closest to the goal. On [[0, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 1], [0, 0, 0, 0]] it returns 6 instead of 5.

Senior SWE Reasoning Architecture

4-Phase Thought Process Model

Pattern Recognition Signals

The 10-second spot

"Shortest clear path" that starts in the top-left corner and ends in the bottom-right corner, with moves to all 8 neighbours. There is one start and one known goal cell, so the rows and columns left give a cheap guess of the moves left. When the goal is one known position and a guess that is never too large exists, A* pops fewer cells than a search that expands in every direction.

Formulating the Predicate & Invariants

Turning intuition into a boolean rule

Every entry in pq is (cost + guess, cost, r, c), and guess(r, c) = max(n - 1 - r, n - 1 - c) is never larger than the number of cells still to be added to the path. When (n - 1, n - 1) is popped, cost is final, because every other path is still behind an entry whose total is at least as large.

Silent Failure Traps & Edge Cases

Where confident candidates still lose points

  • The start cell has cost = 1, because the path length counts cells. A start of 0 makes every answer one too small.

The 60-Second Interview Pitch

Say this out loud before you type a single line

"I'd solve this with A star search. The start and the goal are two known cells, and a diagonal move is one step, so the moves left from a cell are at least the larger of the rows left and the columns left. That guess is never too large. I keep best, the lowest cost found for each cell, and a min-heap ordered by cost plus guess. I pop the smallest entry and skip it if its cost is higher than best. When I pop the bottom-right cell, its cost is the answer, because every other path is still behind an entry with a total at least as large. If the guess were the rows left plus the columns left, it would count a diagonal move twice and could return a longer path. Time is order N squared times log N, and space is order N squared."

Big-O Invariant Derivation

Complexity & Mathematical Proof

TIME COMPLEXITY

O(N^2 log N)

An N x N grid has N^2 cells. The guess is consistent, because one move changes max(n - 1 - r, n - 1 - c) by at most 1, so each cell is expanded once with its final cost. An expansion scans 8 neighbours, which is constant work, and pushes at most 8 entries. So pq receives at most 8 * N^2 entries in all. Each push and pop costs O(log(8 * N^2)), which is O(log N). The total is O(N^2 log N). The guess keeps this bound and usually lowers the number of pops: on an empty grid only the N cells on the diagonal are popped, and with a guess of 0 all N^2 cells are popped.

SPACE COMPLEXITY

O(N^2)

best holds one entry for each cell that was reached, at most N^2. pq holds at most 8 * N^2 entries. There is no recursion. The answer is one integer. So the space is O(N^2).

Formal Recurrence Relation

T(N)=N2⋅8 neighbour checks+8N2 pushes and pops⋅O(log⁡N)=O(N2log⁡N)T(N) = N^2 \cdot 8 \text{ neighbour checks} + 8N^2 \text{ pushes and pops} \cdot O(\log N) = O(N^2 \log N)T(N)=N2⋅8 neighbour checks+8N2 pushes and pops⋅O(logN)=O(N2logN)

Derivation Progression

Expansions

N2 cells, each expanded onceN^2 \text{ cells, each expanded once}N2 cells, each expanded once

The guess is consistent, so a cell popped with cost == best[(r, c)] already has its final cost. Later entries for the cell are skipped as stale.

Work per expansion

8 = O(1)

for dr, dc in directions visits 8 neighbours, and each test is constant work.

Heap work

≤8N2 pushes and pops⋅O(log⁡N)\le 8N^2 \text{ pushes and pops} \cdot O(\log N)≤8N2 pushes and pops⋅O(logN)

A push happens only when a neighbour's cost gets lower, at most once for each expansion and neighbour pair. The heap holds at most 8N^2 entries, so log(8N^2) = O(log N).

Total

O(N2log⁡N)O(N^2 \log N)O(N2logN)

Expansions times the constant work per expansion, plus the heap work.

Variable Definitions

NNN

Side length of the grid, n

costcostcost

The fewest cells found so far on a path from (0, 0) to a cell

guessguessguess

max(n - 1 - r, n - 1 - c), the moves still needed at least

Memory Architecture & Bounds

🟣 Call Stack

O(1): a loop only, no recursion

🔵 Auxiliary Heap

O(N^2): best (at most N^2 entries) and pq (at most 8 * N^2 entries)

🟢 Output Space

O(1): one integer

Boundary Best / Worst Cases

Best Case

O(Nlog⁡N)O(N \log N)O(NlogN) on an empty grid: only the N cells on the diagonal are popped.

Average Case

O(N2log⁡N)O(N^2 \log N)O(N2logN) at most. The guess usually pops fewer cells.

Worst Case

O(N2log⁡N)O(N^2 \log N)O(N2logN) when walls force the search to pop most of the cells.

Graph & Tree Traversal Frontier

Graph & Tree Traversal Frontier
Synthesizing vector architecture diagram...
Staff+ Engineering Perspective

Senior SWE Deconstruction & Hardware Caveats

ARCHITECTURAL SIGNALS & INTERVIEW TRIGGERS

Triggers: "shortest clear path", "8-directionally connected". There is one start and one known goal cell, so the rows and columns left give a cheap guess of the moves left, and the search can be ordered by cost + guess.

CONSTRAINTS & BOUNDS

n≤100n \le 100n≤100, so the grid has up to 10410^4104 cells. Each expansion scans 8 neighbours and pushes at most 8 entries, so pq receives at most 8×1048 \times 10^48×104 entries. One search is O(N2log⁡N)O(N^2 \log N)O(N2logN). cost is at most 10410^4104, so 32-bit integers are enough.

FAANG PRODUCTION TRAPS & EDGE CASES

A guess of rows left plus columns left counts a diagonal move twice, and [[0, 0, 1, 0, 0], [0, 1, 0, 0, 0], [0, 0, 0, 1, 0], [0, 0, 0, 0, 0], [0, 0, 0, 0, 0]] returns 7 instead of 6. Ordering pq by guess alone returns 6 instead of 5 on [[0, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 1], [0, 0, 0, 0]]. The start cell counts as 1, and a blocked start or end cell returns -1 before the loop.

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