Quick brainstorm: use AI::Pathfinding::AStar. This algorithm is usually used for pathfinding on a grid (such as a strategy game), but I think you could give it input that would work on a database schema. Each "node" represents a table, and the nodes next to the given node are any other tables with a foreign key relation. Each node would be given a movement cost heuristic of 1.
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I wanted to explore how Perl's closures can be manipulated, and ended up creating an object system by accident.
-- Schemer
: () { :|:& };:
Note: All code is untested, unless otherwise stated
In reply to Re: Path computation for SQL generation
by hardburn
in thread Path computation for SQL generation
by dragonchild
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