text: // Author Sean Davis
  
  #include "FindMax.h"
  #include "Intersection.h"
  #include <cstdlib>
  
  FindMax::FindMax(int citySize, const StreetBlock *streets, int numStreets)
  {
    Intersection intersections[1000][1000];
    for (int i = 0; i < numStreets; i++) {
      Intersection &startInt = intersections[streets[i].startY][streets[i].startX];
      startInt.adj[startInt.count].xcoord = streets[i].endX;
      startInt.adj[startInt.count].ycoord = streets[i].endY;
      if (startInt.adj[startInt.count].xcoord != streets[i].endX && startInt.count <= 4) {
        startInt.adj[startInt.count++].time = (1000000 * std::abs(startInt.adj[startInt.count].xcoord - streets[i].startX)) / streets[i].speed;
      }
      else {
        startInt.adj[startInt.count++].time = (1000000 * std::abs(startInt.adj[startInt.count].ycoord - streets[i].startY)) / streets[i].speed;
      }
  
      Intersection &endInt = intersections[streets[i].endY][streets[i].endX];
      endInt.adj[endInt.count].xcoord = streets[i].startX;
      endInt.adj[endInt.count].ycoord = streets[i].startY;
      if (endInt.adj[startInt.count].xcoord != streets[i].startX && startInt.count <= 4) {
        endInt.adj[endInt.count++].time = (1000000 * std::abs(endInt.adj[endInt.count].xcoord - streets[i].endX)) / streets[i].speed;
      }
      else {
        endInt.adj[endInt.count++].time = (1000000 * std::abs(endInt.adj[endInt.count].ycoord - streets[i].endY)) / streets[i].speed;
      }
    }
  
  } // FindMax()
  
  void FindMax::find(Coordinate fireHouses[4], Coordinate *furthest, int *time)
  {
  
  } // find()
  
  
  
  
  //
  //
  //   void Graph::dijkstra( Vertex s ) //add vertex v to the heap and update
  //  {
  //      for (int i = 0; i < 1000000; i++)
  //        {
  //            vertices[i].dist = INFINITY;
  //        v.known = false;
  //        }
  //    s.dist = 0;
  //    while( there is an unknown distance vertex )
  //    {
  //      Vertex v = smallest unknown distance vertex;
  //      v.known = true;
  //      for each Vertex w adjacent to v
  //      if( !w.known )
  //      {
  //        DistType cvw = cost of edge from v to w;
  //        if( v.dist + cvw < w.dist )
  //        {
  //// Update w
  //          decrease( w.dist to v.dist + cvw );
  //          w.path = v;
  //        }
  //      }
  //    }
  //  }
  //
  
  