removed debug messages
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		@@ -73,9 +73,7 @@ int AbstractionLayer_1::PoempelSum(uint8_t constraint)
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//it through qualityVector and removes all that do not trigger PlaceOfPartGood
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bool AbstractionLayer_1::EvaluateQuality (const coor constraintCoordinate, qualityVector& qVector)
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{
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    if(constraintCoordinate.row==23 && constraintCoordinate.col==35)
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        cout << "in" << endl;
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    //evaluateQuality = evaluateProbabilaty
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     //evaluateQuality = evaluateProbabilaty
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    for(int i = 0;i<qVector.size();i++)
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    {
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        if(PlaceOfPartGood(constraintCoordinate, qVector[i].second->m_a1.m_connections))
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@@ -226,8 +224,6 @@ bool AbstractionLayer_1::PlaceOfPartGood(coor myCoor, uint8_t& myPart)
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                 ||  (((negativePart & 0b00000011) == 0b00000000) && ((myPart &  0b00000011) == 0b00000000))  )
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            )
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    {
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        if(myCoor.row==18 && myCoor.col==35)
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            cout << "gud: " << std::bitset<8>(myPart) << endl;
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        return true;
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    }
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    return false;
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@@ -169,7 +169,7 @@ Mat Puzzle::resultImage( vector<LogEntry>& log){
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            // waitKey(0);
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        }
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        cout << it.PieceCollector[0].second->GetPartID() << endl;
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        //cout << it.PieceCollector[0].second->GetPartID() << endl;
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        int imageNumber = it.PieceCollector[0].second->GetPartID();
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        //cout<<"imageIndex: "<< imageNumber << endl;
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@@ -44,7 +44,6 @@ void createNextLogElement(vector<LogEntry>& log, Puzzle& puzzleMat)
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	log.emplace_back(LogEntry(coor(0, 0)));
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   	log.back().myCoor = calculateNextCoor(log, puzzleMat);
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    puzzleMat.dp.DestructionOfSurrounding(log.back().myCoor);//calculate dp from surrounding
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    cout << "-----------------------" << endl;
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     //get all not set pieces
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    for(auto it:puzzleMat.p_myBox)
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        if(!it->set)
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@@ -110,27 +109,13 @@ void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat)
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	//tell log entry that it is set
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	log.back().Set();
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    puzzleMat.setConstraints(log.back().myCoor,log.back().PieceCollector.begin()->second);
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    cout << "set:" << log.back().myCoor.col << "," << log.back().myCoor.row << endl;
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    //cout << "set:" << log.back().myCoor.col << "," << log.back().myCoor.row << endl;
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    //cout << "ID: " << log.back().PieceCollector[0].second->GetPartID() << endl;
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    int ist=0;
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    for(auto it:puzzleMat.myBox)
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        if(!it.set)
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            ist++;
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    int soll = (puzzleMat.getSizeAsCoor().row*puzzleMat.getSizeAsCoor().col*4)-4*((log.back().myCoor.col)*puzzleMat.getSizeAsCoor().row+log.back().myCoor.row+1);
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    if(soll != ist)
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        cerr << "soll not ist!!!" << endl;
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    cout << "ist: " << ist << endl;
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    cout << "soll: " << soll << endl;
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    //cout << "log:" << endl;
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    //for(auto it:log.back().PieceCollector)
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    //    cout << std::bitset<8>(it.second->m_a1.getConnections()) << "|" << it.second->GetPartID() << endl;
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}
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bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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{
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    cout << "backtracking" ;
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    if(log.empty())
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    {
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        cout << "Puzzle not solveable!" << endl;
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@@ -140,17 +125,10 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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    //if more pieces possible, tset piece as not logged
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    if((log.back().PieceCollector.size())>1)
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    {
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        //unset puzzlepieces
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        int count =0;
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        for(int i=0;i<puzzleMat.p_myBox.size();i++)
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        {
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        for(int i=0;i<puzzleMat.p_myBox.size();i++)//unset puzzlepieces
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            if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())//sets all with partid
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            {
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                puzzleMat.p_myBox[i]->set=false;
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                count++;
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            }
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        }
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        cout << "removed " << count << endl;
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        //remove similar in log
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        Part myPart = *log.back().PieceCollector[0].second;//tmpsaves bad part
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@@ -159,7 +137,6 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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        //TODO remove this when further layers are added!!!
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        if(log.back().PieceCollector.size()) // this checks if 'removeSimilar' has cleared entire LogElement
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        {
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            cout << " next piece" << endl;
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            if(log.back().PieceCollector.size()==1)
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                log.back().decreaseRandomed();
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            setsolution(log,puzzleMat);
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@@ -168,20 +145,10 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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    }
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    //else remove log element and backtrack once more
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    puzzleMat.removeConstrains(log.back().myCoor); //this should remove constraints from all layers
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    int count =0;
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    if((log.back().PieceCollector.size()))
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    {
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    if((log.back().PieceCollector.size())) //unset all
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        for(int i=0;i<puzzleMat.p_myBox.size();i++)
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        {
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            if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())//sets all with partid
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            {
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                puzzleMat.p_myBox[i]->set=false;
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                count++;
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            }
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        }
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        cout << "removed " << count << endl;
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    }
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    cout << " no more pieces" << endl;
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    log.pop_back();
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    if(!backtrack(log,puzzleMat))
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@@ -17,11 +17,11 @@ int main()
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    //puzzleMat.createRandomBox();
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    cout << "Solving Puzzle now...";
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    cout << "Solving Puzzle now..." << flush;
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    while(next(log, puzzleMat));
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    cout << "Done!" << endl;
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    cout << "Printing Puzzle now..." <<flush;
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    puzzleMat.resultImage(log);
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