RM: added into dispatcher strucure
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		@@ -46,7 +46,8 @@ void Puzzle::putIntoBox()
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            for(int rotations=0;rotations<4;rotations++)
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            {
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                tmpPart.m_a1.shift(1);
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                //TODO! add all other layers with their rotaionvariance here
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                //TODO! add all other layer with their rotaionvariance into "tmpPart"
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                //if it piece is roation invariant no need to do anything
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                myBox.emplace_back(tmpPart);
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            }
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@@ -65,6 +66,8 @@ void Puzzle::shuffle()
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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->a3.RemoveConstraintOnPosition(removeCoordinates);
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    //TODO!! Add other layer remove here
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}
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void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
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{
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@@ -75,6 +78,10 @@ void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
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    //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_Histogram);
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    //TODO!! Add other layer remove here
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}
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void Puzzle::createRandomPuzzle()
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@@ -35,7 +35,10 @@ bool next(vector<LogEntry>& log,Puzzle& puzzleMat)
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	    		setsolution(log,puzzleMat);
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        else
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    		setsolution(log,puzzleMat);
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    if(log.back().myCoor.row==26)
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        cout << log.back().myCoor.row << ", " << log.back().myCoor.col << endl;
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    return true;
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}
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void createNextLogElement(vector<LogEntry>& log, Puzzle& puzzleMat)
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@@ -55,7 +58,6 @@ coor calculateNextCoor(vector<LogEntry>& log, Puzzle& puzzleMat)
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{
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    //level 1:
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        //go left to right, then increase current row
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    if (log.size() == 1)
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        return {0,0};
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@@ -73,11 +75,15 @@ 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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	//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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    {
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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://
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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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            setsolution(log,puzzleMat);
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        return;
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@@ -105,6 +111,8 @@ void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat)
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    puzzleMat.combinedQualityVector.clear(); //clear data from temp variable
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	//tell log entry that it is set
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	log.back().Set();
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    if(log.back().myCoor.row==27)
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        cout << "hello" << endl;
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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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}
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@@ -187,6 +195,9 @@ float capLogElements(vector<LogEntry>& log)
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            break;
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    }
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    int newid=0;
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    //check if all over
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    if(id==log.back().PieceCollector.size())
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        return 0;
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    if(id>0)
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        newid = --id; //set to the one just over limit
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@@ -241,6 +252,7 @@ bool SetBestOrMoreLayersArithmetical(vector<LogEntry>& log, qualityVector& cqVec
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            case 4: threshold = 0.60; break;
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            default: threshold = 0.5; break;
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        }
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        //TODO!! add more layers here!
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        // check Quality of current Puzzle Piece in  combinedQualityVector with Threshold value
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        for (qualityVector::iterator it = cqVector.begin(); it != cqVector.end(); it++)
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@@ -269,6 +281,7 @@ void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector,
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{
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    bool summarizedVectors = false;
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    int countSummarizedVectors = 0;
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    bool removePart=true;
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    // check if both qualityVectors are not empty
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    if(qVector.empty())
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@@ -287,19 +300,25 @@ void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector,
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         for (unsigned int i = 0; i < cqVector.size(); i++) {
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             for (unsigned int j = 0; j < qVector.size(); j++) {
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                 // search same PuzzlePart of qualityVector and combinedQualityVector
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                 if (&cqVector.at(i).second == &qVector.at(j).second) {
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                 if (cqVector.at(i).second->GetPartID() == qVector.at(j).second->GetPartID() && cqVector.at(i).second->GetNumOfRotations() == qVector.at(j).second->GetNumOfRotations()) {
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                     // sum Quality of PieceCollector (qualityVector) to combinedQualityVector
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                     cqVector.at(j).first += qVector.at(i).first;
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                     countSummarizedVectors++;
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                     removePart=false;
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                     break; // skip remaining for loop => save time!
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                 }
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             // remove element at poisition X in combinedQualityVector, because it was not summarized
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             // inefficient way to delete element X
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             //cqVector->erase(cqVector->begin()+i);
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             // efficient way, but no sorted cqVector => wayne //echt? lol
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             swap(cqVector.at(i), cqVector.back());
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             cqVector.pop_back();
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             }
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             if(removePart)
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             {
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                 swap(cqVector.at(i), cqVector.back());
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                 cqVector.pop_back();
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             }
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         }
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         // cqVector should have the same size now as newest qVector
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