added a4 result presentation
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		@@ -6,7 +6,7 @@
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#include "opencv2/imgproc/imgproc.hpp"
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#ifdef _WIN32
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#define PATH_FULL_PUZZLE "..\\..\\..\\puzzle_img\\puzzle1.jpg"
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#define PATH_FULL_PUZZLE "..\\..\\..\\puzzle_img\\puzzle2.jpg"
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#elif defined __unix__
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#define PATH_FULL_PUZZLE "..//..//..//puzzle_img//puzzle1.jpg"
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#elif defined __APPLE__
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@@ -65,7 +65,7 @@ void Puzzle::shuffle()
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//deletes all constraints from all abstractionlayers
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void Puzzle::removeConstrains(coor removeCoordinates)
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{
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//    this->a1.RemoveConstraintOnPosition(removeCoordinates);
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    this->a1.RemoveConstraintOnPosition(removeCoordinates);
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    //this->a3.RemoveConstraintOnPosition(removeCoordinates);
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    this->a4.RemoveConstraintOnPosition(removeCoordinates);
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    //TODO!! Add other layer remove here
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@@ -78,7 +78,7 @@ void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
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//    this->dp.m_constraintMatrix[setConstraints.col][setConstraints.row].DestructionArray.emplace_back(it);
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    //a1
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    //this->a1.SetConstraintOnPosition(setConstraints,constraintPiece->m_a1);
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    this->a1.SetConstraintOnPosition(setConstraints,constraintPiece->m_a1);
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    //a3
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    //this->a3.SetConstraintOnPosition(setConstraints,constraintPiece->m_a3);
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@@ -192,12 +192,6 @@ Mat Puzzle::resultImage( vector<LogEntry>& log){
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        Mat invert = Mat::ones(img.size(), CV_8UC3); // invert for rotation to work correctly
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        bitwise_not ( img, invert );
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        if (it.myCoor.col == 35 && it.myCoor.row == 5)
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        {
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            //imshow("img",img);
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            //waitKey(0);
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            ;
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        }
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        int angle = ((int)it.PieceCollector[0].second->GetNumOfRotations())*-90;
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@@ -95,8 +95,6 @@ void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
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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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//    calculateTrueDestructionPower(log,puzzleMat, worth);
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    CalculateNewCombinedQuality(log, log.back().PieceCollector, puzzleMat.combinedQualityVector);
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@@ -120,6 +118,11 @@ void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat)
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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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    //if(log.back().myCoor.col==32 && log.back().myCoor.row==16)
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    //{
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//        puzzleMat.resultImage(log);
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//        waitKey(0);
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//    }
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}
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bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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