removed debug messages

This commit is contained in:
Raphael Maenle 2018-01-20 22:41:48 +01:00
parent cefa63da54
commit 1f87d00d8b
4 changed files with 8 additions and 45 deletions

View File

@ -73,9 +73,7 @@ int AbstractionLayer_1::PoempelSum(uint8_t constraint)
//it through qualityVector and removes all that do not trigger PlaceOfPartGood //it through qualityVector and removes all that do not trigger PlaceOfPartGood
bool AbstractionLayer_1::EvaluateQuality (const coor constraintCoordinate, qualityVector& qVector) bool AbstractionLayer_1::EvaluateQuality (const coor constraintCoordinate, qualityVector& qVector)
{ {
if(constraintCoordinate.row==23 && constraintCoordinate.col==35) //evaluateQuality = evaluateProbabilaty
cout << "in" << endl;
//evaluateQuality = evaluateProbabilaty
for(int i = 0;i<qVector.size();i++) for(int i = 0;i<qVector.size();i++)
{ {
if(PlaceOfPartGood(constraintCoordinate, qVector[i].second->m_a1.m_connections)) if(PlaceOfPartGood(constraintCoordinate, qVector[i].second->m_a1.m_connections))
@ -226,8 +224,6 @@ bool AbstractionLayer_1::PlaceOfPartGood(coor myCoor, uint8_t& myPart)
|| (((negativePart & 0b00000011) == 0b00000000) && ((myPart & 0b00000011) == 0b00000000)) ) || (((negativePart & 0b00000011) == 0b00000000) && ((myPart & 0b00000011) == 0b00000000)) )
) )
{ {
if(myCoor.row==18 && myCoor.col==35)
cout << "gud: " << std::bitset<8>(myPart) << endl;
return true; return true;
} }
return false; return false;

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@ -169,7 +169,7 @@ Mat Puzzle::resultImage( vector<LogEntry>& log){
// waitKey(0); // waitKey(0);
} }
cout << it.PieceCollector[0].second->GetPartID() << endl; //cout << it.PieceCollector[0].second->GetPartID() << endl;
int imageNumber = it.PieceCollector[0].second->GetPartID(); int imageNumber = it.PieceCollector[0].second->GetPartID();
//cout<<"imageIndex: "<< imageNumber << endl; //cout<<"imageIndex: "<< imageNumber << endl;

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@ -44,7 +44,6 @@ void createNextLogElement(vector<LogEntry>& log, Puzzle& puzzleMat)
log.emplace_back(LogEntry(coor(0, 0))); log.emplace_back(LogEntry(coor(0, 0)));
log.back().myCoor = calculateNextCoor(log, puzzleMat); log.back().myCoor = calculateNextCoor(log, puzzleMat);
puzzleMat.dp.DestructionOfSurrounding(log.back().myCoor);//calculate dp from surrounding puzzleMat.dp.DestructionOfSurrounding(log.back().myCoor);//calculate dp from surrounding
cout << "-----------------------" << endl;
//get all not set pieces //get all not set pieces
for(auto it:puzzleMat.p_myBox) for(auto it:puzzleMat.p_myBox)
if(!it->set) if(!it->set)
@ -110,27 +109,13 @@ void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat)
//tell log entry that it is set //tell log entry that it is set
log.back().Set(); log.back().Set();
puzzleMat.setConstraints(log.back().myCoor,log.back().PieceCollector.begin()->second); puzzleMat.setConstraints(log.back().myCoor,log.back().PieceCollector.begin()->second);
cout << "set:" << log.back().myCoor.col << "," << log.back().myCoor.row << endl; //cout << "set:" << log.back().myCoor.col << "," << log.back().myCoor.row << endl;
//cout << "ID: " << log.back().PieceCollector[0].second->GetPartID() << endl; //cout << "ID: " << log.back().PieceCollector[0].second->GetPartID() << endl;
int ist=0;
for(auto it:puzzleMat.myBox)
if(!it.set)
ist++;
int soll = (puzzleMat.getSizeAsCoor().row*puzzleMat.getSizeAsCoor().col*4)-4*((log.back().myCoor.col)*puzzleMat.getSizeAsCoor().row+log.back().myCoor.row+1);
if(soll != ist)
cerr << "soll not ist!!!" << endl;
cout << "ist: " << ist << endl;
cout << "soll: " << soll << endl;
//cout << "log:" << endl;
//for(auto it:log.back().PieceCollector)
// cout << std::bitset<8>(it.second->m_a1.getConnections()) << "|" << it.second->GetPartID() << endl;
} }
bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat) bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
{ {
cout << "backtracking" ;
if(log.empty()) if(log.empty())
{ {
cout << "Puzzle not solveable!" << endl; cout << "Puzzle not solveable!" << endl;
@ -140,17 +125,10 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
//if more pieces possible, tset piece as not logged //if more pieces possible, tset piece as not logged
if((log.back().PieceCollector.size())>1) if((log.back().PieceCollector.size())>1)
{ {
//unset puzzlepieces for(int i=0;i<puzzleMat.p_myBox.size();i++)//unset puzzlepieces
int count =0;
for(int i=0;i<puzzleMat.p_myBox.size();i++)
{
if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())//sets all with partid if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())//sets all with partid
{
puzzleMat.p_myBox[i]->set=false; puzzleMat.p_myBox[i]->set=false;
count++;
}
}
cout << "removed " << count << endl;
//remove similar in log //remove similar in log
Part myPart = *log.back().PieceCollector[0].second;//tmpsaves bad part Part myPart = *log.back().PieceCollector[0].second;//tmpsaves bad part
@ -159,7 +137,6 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
//TODO remove this when further layers are added!!! //TODO remove this when further layers are added!!!
if(log.back().PieceCollector.size()) // this checks if 'removeSimilar' has cleared entire LogElement if(log.back().PieceCollector.size()) // this checks if 'removeSimilar' has cleared entire LogElement
{ {
cout << " next piece" << endl;
if(log.back().PieceCollector.size()==1) if(log.back().PieceCollector.size()==1)
log.back().decreaseRandomed(); log.back().decreaseRandomed();
setsolution(log,puzzleMat); setsolution(log,puzzleMat);
@ -168,20 +145,10 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
} }
//else remove log element and backtrack once more //else remove log element and backtrack once more
puzzleMat.removeConstrains(log.back().myCoor); //this should remove constraints from all layers puzzleMat.removeConstrains(log.back().myCoor); //this should remove constraints from all layers
int count =0; if((log.back().PieceCollector.size())) //unset all
if((log.back().PieceCollector.size()))
{
for(int i=0;i<puzzleMat.p_myBox.size();i++) for(int i=0;i<puzzleMat.p_myBox.size();i++)
{
if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())//sets all with partid if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())//sets all with partid
{
puzzleMat.p_myBox[i]->set=false; puzzleMat.p_myBox[i]->set=false;
count++;
}
}
cout << "removed " << count << endl;
}
cout << " no more pieces" << endl;
log.pop_back(); log.pop_back();
if(!backtrack(log,puzzleMat)) if(!backtrack(log,puzzleMat))

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@ -17,11 +17,11 @@ int main()
//puzzleMat.createRandomBox(); //puzzleMat.createRandomBox();
cout << "Solving Puzzle now..."; cout << "Solving Puzzle now..." << flush;
while(next(log, puzzleMat)); while(next(log, puzzleMat));
cout << "Done!" << endl; cout << "Done!" << endl;
cout << "Printing Puzzle now..." <<flush;
puzzleMat.resultImage(log); puzzleMat.resultImage(log);