board.cc:  const Vector<Tile *> &tiles = g->tiles();
game.hh:  const Vector<Tile *> &tiles() const		{ return _tiles; }
game.hh:  const Vector<Move> &moves() const	        { return _moves; }
game.hh:  const Vector<Move> &solution() const   	{ return _solution; }
hint.cc:    const Vector<Tile *> &t = _game->tiles();
hint.hh:  const Vector<Tile *> &tiles() const		{ return _tiles; }
panel.cc:      const Vector<Tile *> &t = g->tiles();
panel.cc:  const Vector<Tile *> &hints = hint->tiles();
solution.cc:SolutionDisplay::turn_on(const Vector<Move> &solution, int pos,
solution.hh:  bool turn_on(const Vector<Move> &, int, int, int, bool);
solvable.hh:  const Vector<Tile *> &_tiles;
solvable.hh:  const Vector<Move> &solution() const		{ return _solution; }
traverse.hh:  const Vector<Tile *> selectable() const      { return _hint_on; }
vector.cc:void Vector<T>::copy(const Vector<T> &source)
vector.cc:Vector<T>::Vector(const Vector<T> &source)
vector.cc:Vector<T> Vector<T>::operator=(const Vector<T> &source)
vector.cc.bak:Vector<T>::Vector(const Vector<T> &o)
vector.cc.bak:Vector<T>::operator=(const Vector<T> &o)
vector.hh:  void copy(const Vector<T> &);
vector.hh:  Vector(const Vector<T> &source);
vector.hh:  Vector<T> Vector<T>::operator=(const Vector<T> &source);
vector.hh.bak:  Vector(const Vector<T> &);
vector.hh.bak:  Vector<T> &operator=(const Vector<T> &);
