Merge branch 'TeamCGPU_TestWithBaseLayer' into Team_CMU_MergeBase
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Source/functions/AbstractionLayers/AbstraktionLayer_Base.h
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Source/functions/AbstractionLayers/AbstraktionLayer_Base.h
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#ifndef SOURCE_ABSTRAKTIONLAYER_BASE_H
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#define SOURCE_ABSTRAKTIONLAYER_BASE_H
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#include <map>
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#include <vector>
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#include "../../header/solve.h"
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#include "../../header/input.h"
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using namespace std;
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typedef map<Part*, float> qualityVector;
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/*
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* Die Logik mit der Template-Basisklasse und den abgeleiteten Layern kam mit der Idee, dass die Layer
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* nicht auf die Layer-Eigenschaften der anderen Layer zugreifen können, da die mit friend geschützt sind.
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* Ansonsten könnte man auch verschiedene Objekte der Template Basisklasse erstellen
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*/
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/**
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* @brief template base class for all different layers
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* @tparam T template parameter which should be the property class of the layer
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*/
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template<typename T>
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class AbstraktionLayer_Base
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{
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public:
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/**
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* @brief pure virtual method for the pre processing of the layer
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* @param [in] partArray - References of all Parts, in which the properties of the Layer will be written
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*/
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virtual void PreProcessing(const vector<Part*>* partArray) = 0;
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/**
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* @brief pure virtual method for the quality evaluation of the layer
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* @param [in] constraintCoordinate - Coordinate where the quality should evaluate for each given part
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* @param [in/out] qualityVector - References of all parts with the quality of their quality to fit in the given coordinate
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* @return Boolean if the quality was calculated right or not
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*/
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virtual bool EvalueteQuality (const coor constraintCoordinate, qualityVector& qVector) = 0;
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/**
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* @brief pure virtual method which sets the constraint on the given Coordinate in the m_constraintMatrix
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* This function will be called from main for all layers
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* @param [in] constraintCoordinate - Coordinate where the constraint should be placed
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* @param [in] constraint - constraint which should be placed
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* @return Boolean if the constraint was set or a failure happened
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*/
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virtual bool SetConstraintOnPosition(const coor constraintCoordinate, const T constraint) = 0;
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/**
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* @brief pure virtual method which remove the constraint on the given Coordinate of the m_constraintMatrix
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* This function will be called from main for all layers
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* @param [in] constraintCoordinate - Coordinate where the constraint should be removed
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* @return Boolean if the remove was successfull or failed
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*/
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virtual bool RemoveConstraintOnPosition(const coor constraintCoordinate) = 0;
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/**
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* @brief virtual method to initialise the m_constraintMatrix to a given size
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* @param [in] collumns - Wished collumns of the m_constraintMatrix
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* @param [in] rows - Wished rows of the m_constraintMatrix
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*/
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virtual void InitialiseConstraintMatrixSize(const int32_t collumns, const int32_t rows)
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{
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m_constraintMatrix = vector<vector<T>>(collumns, vector<T>(rows));
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}
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vector<vector<T>> m_constraintMatrix; //!<-- Matrix where the constraints of the layer will be saved
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};
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#endif //SOURCE_ABSTRAKTIONLAYER_BASE_H
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//
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// Created by mpapa on 05.12.2017.
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//
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#include "AbstractionLayer_1.h"
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#include <iostream>
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void AbstractionLayer_1::PreProcessing(const vector<Part*>* partArray)
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{
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InitialiseConstraintMatrixSize(32+2, 28+2);
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setEdgeZero();
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}
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bool AbstractionLayer_1::EvalueteQuality (const coor constraintCoordinate, qualityVector& qVector)
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{
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}
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bool AbstractionLayer_1::SetConstraintOnPosition(const coor constraintCoordinate, const AbstractionLayer_1_Properties constraint)
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{
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}
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bool AbstractionLayer_1::RemoveConstraintOnPosition(const coor constraintCoordinate)
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{
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}
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bool AbstractionLayer_1::CreateRandomPuzzle()
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{
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for(int col=1;col<m_constraintMatrix.size()-1;col++){
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for(int row=1;row<m_constraintMatrix[col].size()-1;row++)
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{
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uint8_t tempPiece = 0b00000000;
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if(rand()%2)
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tempPiece|=0b01000000;
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else
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tempPiece|=0b10000000;
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if(rand()%2)
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tempPiece|=0b00000100;
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else
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tempPiece|=0b00001000;
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if(m_constraintMatrix[col-1][row].m_connections != 0b00000000 || m_constraintMatrix[col-1][row].m_connections != 0b11111111)
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{
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tempPiece|=(0b00110000 xor (0b00110000 & m_constraintMatrix[col-1][row].m_connections));
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//tempPiece.shift();
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}
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}
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//add shift function
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else
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{
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if(rand()%2)
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tempPiece|=0b00000001;
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else
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tempPiece|=0b00000010;
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}
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if(m_constraintMatrix[col-1][row].m_connections != 0b00000000 || m_constraintMatrix[col-1][row].m_connections != 0b11111111)
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tempPiece |= (0b00110000 xor (0b00110000 & m_constraintMatrix[col-1][row].m_connections));
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else
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{
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if(rand()%2)
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tempPiece |= 0b00010000;
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else
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tempPiece |= 0b00100000;
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}
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}
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//insert temppuzzlepiece into matrix
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}
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}
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void AbstractionLayer_1::setEdgeZero()
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{
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for(int col=0;col<m_constraintMatrix.size();col++)
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for(int row=0;row<m_constraintMatrix[col].size();row++)
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if(col ==0 || col == m_constraintMatrix.size() || row == 0 || row == m_constraintMatrix[col].size())
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m_constraintMatrix[col][row].m_connections=0b00000000;
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}
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//
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// Created by mpapa on 05.12.2017.
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//
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#ifndef SOURCE_ABSTRACTIONLAYER_1_H
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#define SOURCE_ABSTRACTIONLAYER_1_H
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#include "../AbstraktionLayer_Base.h"
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#include "AbstractionLayer_1_Properties.h"
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#include <vector>
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#include <iostream>
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#include <bitset>
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class AbstractionLayer_1 : public AbstraktionLayer_Base<AbstractionLayer_1_Properties>
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{
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public:
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void PreProcessing(const vector<Part*>* partArray);
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bool EvalueteQuality (const coor constraintCoordinate, qualityVector& qVector);
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bool SetConstraintOnPosition(const coor constraintCoordinate, const AbstractionLayer_1_Properties constraint);
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bool RemoveConstraintOnPosition(const coor constraintCoordinate);
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void setEdgeZero();
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bool CreateRandomPuzzle();
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private:
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};
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#endif //SOURCE_ABSTRACTIONLAYER_1_H
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//
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// Created by mpapa on 05.12.2017.
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//
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#ifndef SOURCE_ABSTRACTIONLAYER_1_PROPERTIES_H
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#define SOURCE_ABSTRACTIONLAYER_1_PROPERTIES_H
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#include <stdint.h>
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#include "AbstractionLayer_1.h"
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class AbstractionLayer_1_Properties
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{
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public:
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AbstractionLayer_1_Properties() : m_connections(0b11111111) {}
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private:
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uint8_t m_connections;
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friend class AbstractionLayer_1;
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};
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#endif //SOURCE_ABSTRACTIONLAYER_1_PROPERTIES_H
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@ -83,10 +83,10 @@ void solve(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat
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break;
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}
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capLogElements(log);
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calculateWorth(log);
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calculateTrueDestructionPower(log,puzzleMat);
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calculateNewCombinedProbablility(log);
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//capLogElements(log);
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//calculateWorth(log);
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//calculateTrueDestructionPower(log,puzzleMat);
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//calculateNewCombinedProbablility(log);
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}
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#ifndef SOURCE_PART_H
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#define SOURCE_PART_H
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#include <stdint.h>
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#include "../functions/AbstractionLayers/Layer1/AbstractionLayer_1_Properties.h"
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class Part
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{
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public:
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double r;
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double g;
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double b;
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Part(): connections(0){}
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Part() : m_partID(0) {}
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~Part() {}
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uint8_t getConnections() const
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{return connections;}
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void setConnections(uint8_t newconnections)
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{connections = newconnections;}
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int32_t GetPartID () const
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{
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return m_partID;
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}
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void SetPartID(const int32_t partID)
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{
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m_partID = partID;
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}
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uint8_t GetNumOfRotations () const
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{
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return m_numOfRotations;
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}
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void SetNumOfRotations(const uint8_t numOfRotations)
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{
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m_numOfRotations = numOfRotations;
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}
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AbstractionLayer_1_Properties m_test1;
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private:
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uint8_t connections;
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int32_t m_partID;
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uint8_t m_numOfRotations;
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};
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};
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#endif //SOURCE_PART_H
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