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Path

As explained in Learn Haskell by Example

A path is an ordered sequence of connected elements linking one element or state to another.

A path is an ordered chain of connected elements linking a start to an end. In a word ladder, each step applies a permitted transformation, such as changing, adding, removing, or reordering letters. section 5.1

Representing words as nodes in a graph turns the ladder into a search problem: edges connect words reachable in one step, and a path records a possible chain between two nodes. section 5.1.1

A path can support several practical decisions:

  • Compare alternative paths and select the shortest one, such as cat → cats → tags → goat → got → dog. section 5.1.1
  • Model connections as directed or undirected, depending on whether movement is allowed in both directions. section 5.1.1
  • Treat every edge as one equal-cost step when the problem does not require weighted paths. section 5.1.1
  • Generalize the same abstraction to navigation systems, databases, network routers, and Sudoku solvers. section 5.1

Word-ladder paths

A simple path is cat → sat → sag → dag → dog. With broader transformations, find can reach solution through find → fins → ions → loins → tonsil → lotions → solution. section 5.1

Figure 5.1 A solution for find and solution in the modified ladder game
figure

Use the worked ladder diagram to trace how each permitted word transformation contributes one step toward the destination. section 5.1

How Learn Haskell by Example covers it

How deep it goes
Explains nodes, edges, direction, equal costs, and shortest-path goals, but stops before specifying a complete search implementation.
Examples
Demonstrates paths through cat-to-dog and find-to-solution word ladders, including both longer and shorter alternatives.
What it assumes
Assumes only a starting and ending element plus valid transition rules, while introducing graphs as the representation for connected elements.
What you can do after
Apply path modeling to represent transitions and frame shortest-route tasks across word, navigation, database, and network problems.
How it connects
Connects paths with graphs, nodes, edges, shortest-path search, directed graphs, and polymorphic Haskell graph representations.

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This explainer was generated by Manning's knowledge graph from the text of Learn Haskell by Example. The section links point to the parts of the book it draws on.