public override List<Square> GetShortestPathTo(Square destination)
        {
            //Nodes are initialized with node.distance=MAX_DISTANCE and node.Previous as null by constructor
            var sourceNode = new Node() {Square = Source}; // wrapping source Square into a graph Node
            sourceNode.Distance = 0;  // Initialize source Node distance=0, source to source distance is zero

            var q = new Dictionary<Square, Node> { { Source, sourceNode } };  // initialise nodes(vertexes collection)
                                                                              // using Square keyed Dictionary for low-cost lookup with Square
                                                                              // instead of a custom-implemented priority Queue
            Graph.Vertexes.Where(sq => sq != Source).Select(sq => new Node() {Square = sq}).ToList().ForEach(
                n => q.Add(n.Square, n));

            bool unreachable = false;                           // flag to detect if destination unreachable although for knight graph its not possible
            while (q.Count != 0)                                // The main loop
            {
                var p = q.OrderBy(x => x.Value.Distance).First();  // popping keyvalue pair with Node having minimum distance, Start node in first case

                var u = p.Value;                                // Getting the actual Node

                if(u.Square==destination)                       // If the Square(wrapped by the current node) is destination, return with shortest path, terminate search
                {
                    return GenPath(u);
                }
                if(u.Distance==INFINITE_DISTANCE)               // rest of Nodes unreachable, so the destination
                {
                    unreachable = true;
                    break;
                }

                q.Remove(p.Key);                                // remove entry from Nodes queue(here the dictionary)

                foreach (var square in Graph.EdgesAdjacencyList[u.Square])    // for each neighbor of u
                {
                    if(!q.ContainsKey(square))                                // where square is not removed from q yet
                        continue;

                    int alt = u.Distance + 1;  // u has 1 distance to all its neighbors
                    var v = q[square];         // get the Node from q
                    if (alt < v.Distance)      // Relax (u,v,a)
                    {
                        v.Distance = alt;
                        v.Previous = u;
                    }
                }
            }

            return unreachable ? null : new List<Square>();  // return null if unreachable, empty list means source and destination are same
        }
 public abstract List<Square> GetShortestPathTo(Square destination);
        private const int INFINITE_DISTANCE = 256; // simulate infinity assuming this will be greater than any Nodes's distance from any source

        #endregion Fields

        #region Constructors

        public DijkstraAlgorithm(Square source, ChessBoardPieceGraph graph)
            : base(source, graph)
        {
            //might want to initialize shortest paths to all destinations
        }
 protected SingleSourceShortestPathStrategy(Square source, ChessBoardPieceGraph graph)
 {
     Source = source;
     Graph = graph;
 }