debugging
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		@@ -72,7 +72,7 @@ coor calculateNextCoor(vector<LogEntry>& log, Puzzle& puzzleMat)
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void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
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{
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	log.back().abstractionLevel = puzzleMat.dp.getNextAbstractionLayer(log.back().myCoor,log.back().abstractionLevel); //sets in abstractionLevel
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    cout << "abs: " << log.back().abstractionLevel << endl;
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    cout << "abs: " << log.back().abstractionLevel;
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    //status(log,p_Box,puzzleMat);
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    //TODO!! Add more layers here
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    switch(log.back().abstractionLevel)
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@@ -80,16 +80,21 @@ void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
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        case 0://pömpel
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            puzzleMat.a1.EvaluateQuality(log.back().myCoor, log.back().PieceCollector);
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        break;
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        case 1://histogram
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        case 1://poempelposition
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            puzzleMat.a3.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
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            break;
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        case -1://random
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            cout << endl;
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            setsolution(log,puzzleMat);
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        return;
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        default:
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        break;
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    }
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    float worth = capLogElements(log);
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    cout << " | " << worth << endl;
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    if(worth && log.back().abstractionLevel)
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        cerr << "removed something!" << endl;
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    calculateTrueDestructionPower(log,puzzleMat, worth);
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    CalculateNewCombinedQuality(log, log.back().PieceCollector, puzzleMat.combinedQualityVector);
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@@ -112,16 +117,18 @@ void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat)
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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 << "ID: " << log.back().PieceCollector[0].second->GetPartID() << endl;
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    cout << "Size of Log: " << log.back().PieceCollector.size() << 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 << "backtrack" << endl;
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    if(log.empty())
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    {
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        cout << "Puzzle not solveable!" << endl;
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        return false;
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    }
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    cout << "Size of Log: " << log.back().PieceCollector.size() << endl;
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    puzzleMat.combinedQualityVector.clear(); //remove all data from temp quality save
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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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@@ -134,16 +141,18 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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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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          log.back().PieceCollector.erase(log.back().PieceCollector.begin());//removes bad part from log
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          puzzleMat.removeSimilar(log.back().PieceCollector,myPart); //removes all pieces from log that are similar to bad part
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          //puzzleMat.removeSimilar(log.back().PieceCollector,myPart); //removes all pieces from log that are similar to bad part
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        //TODO reprogram similar removal to allow multilayer tracking
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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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            return true;
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        }
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    }
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    cout << "more backtrack" << endl;
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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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    if((log.back().PieceCollector.size())) //unset all
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@@ -219,6 +228,8 @@ float capLogElements(vector<LogEntry>& log)
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    vectorsizeAfter = log.back().PieceCollector.size();
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    destroyed = ((double)vectorsizeBefore - (double)vectorsizeAfter) / (double)vectorsizeBefore;
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    if(log.back().abstractionLevel==1 && destroyed)
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        cerr << "destroyed something!" << endl;
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    return (float)sqrt(destroyed*maxdiff);
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