Power BI Tile Size and Multiple Images in One Tile? - powerbi

I'm looking to see how I can either shrink tiles further down in Power BI than the drag features lets me, or a way to display multiple images from different API endpoints in the same tile.
For example here is a SonarQube image output separated to each tile as an IMG tile.
As you can see this takes up a ton of dead space and could be done in a much more compact way. Being able to paste all 4 images in one box would already help.
I did try to use the "Embed Code" option, but I could get an image to show since it's technically not an image (.jpg or something like that), but instead an endpoint (ex: http://server:9000/api/project_badges/measure?project=Project&metric=metric_name).
Any help is appreciated.

Sorry, answer was simple, I needed to include a p element and close it before each endpoint in the embedded tile code.
<p><img src="http://server:9000/api/project_badges/measure?project=Project_name&metric=metric_name1"></p>

Related

Downloading google street view panoramas programmatically from a URL request

I'm currently trying to download the equirectangular images Google displays in their 360 view of Google street view to an image file so that I may display them in VR in Unreal Engine 4. I've tried a few things -
Requesting the panorama tiles from a constructed URL in the format described in the Street View API. This ends up returning a file-not-found error for any pano ID that isn't the example one outlined. Perhaps I'm using the wrong method of getting a panorama ID? I used the following example to extract the pano ID and plugged that into the URL with tileX = tileY = 0 and Zoom level of 1 to no avail.
I've also tried downloading separate 2D images taken at 90-degree angles but when I go to display them on the inside of a cube, the images are misaligned.
There's a tool called UnrealJS that I've been looking into in order to grab the panorama data and save it off, but my inexperience with Node.js and server-side JS has made this a very confusing, fruitless endeavor. Other programs I've looked into that allow you to extract these panoramic images use canvas tags to request the maps API and then save what Google's API writes to the canvas into a buffer. Is this the way to go? UnrealJS does support a bastardized version of HTML that I may be able to use - this, however, is less than ideal.
Streetview panoramas are divided into an equal grid from an equirectangular image. This article explains how to get the url of every tile. For zoom level 5 (the highest resolution) there are 26 by 13 tiles (each tile being 512x512). All that is left is to download every image and draw each one onto a large empty image to their respective place using their position on the grid.
Note: by doing this you will be breaking Google's terms of service

Auto white balancing for camera

I am developing a sample camera and I am able to control image sensor directly. The sensors gives out Bayer image and I need to do show images as live view.
I looked at debayering codes and also white balancing. Is there any library in C/C++ that can help me in this process?
Since I need to have live view, I need to do these things very fast and hence I need algorithms that are very fast.
For example, I can change the RGB gains on sensor and hence I need an algorithm that act at that level, instead of acting on generated image.
Is there any library that help to save images in raw format?
simplecv has a function for white balance control:
simplecv project web site

Is there a way to compare two hand-drawn drawings?

For an experiment, we are looking for a way to automatically compare two hand (mouse-)drawn images. These images are, for instance, drawn on an HTML5 canvas element and we need some way to see whether the pictures roughly match.
So, if someone draws a house, we need to test whether the second drawing looks like the first house. It doesn't matter what exactly is in the image, but we only need to know whether the two images look alike. I.e., we want to know whether the person drawing the picture, can redraw roughly the same picture. The exact orientations of the lines, the size of the image or the position of the picture on the canvas shouldn't matter.
Is there, by any chance, a library or project that does this?
Yes absolutely
With API provided by Face.com and with imagemagick Both are providing
api's
http://www.imagemagick.org/api/compare.php
FaceAPI - Track Faces from a Webcam: http://faceapi.com
it might be useful for your requirement
Ultimately, we didn't find a library that does exactly the same, so we have modified the original project's goals and have crowdsourced the comparison that needed to be done.
You can probably also use Mechanical Turk or something similar for the time being, depending on how much you wish to pay for it.
I think researchers are currently be working on technical solutions to the issue described above.

'creating' images effectively

I'll first tell you the problem and then I'll tell you my solution.
Problem: I have a blank white PNG image approximately 900x900 pixels. I want to copy circles 30x30 pixels in size, which are essentially circles with a different colour. There are 8 different circles, and placed on the image depending on data values which I've created elsewhere.
Solution: I've used ImageMagicK, it's suppose to be good for general purpose image editing etc. I created a blank image
Image.outimage("900x900","white");
I upload all other small 30x30 pixel images with 'read' function.
I upload the data and extract vales.
I place the small 'circle' images on the blank one using the composite command.
outimage.composite("some file.png",pixelx,pixely,InCompositeOp);
This all works fine and the images come up the way I want them too.
However its painfully SLOW. It takes 20 seconds to do one image, and I have 1000 of them. Surely there must be a better way to do this. I've seen other researchers simulate images way more complex and way faster. It's quite possible I took the wrong approach. Maybe I sould be 'drawing' circles instead of 'pasting' them or something. I'm quite baffled. Any input is appreciated.
I suspect that you just need some library that is capable of drawing circles on bitmap and saving that bitmap as png.
For example my Graphin library: http://code.google.com/p/graphin/
Or some such. With Graphin you can also draw one PNG on surface of another as in your case.
You did not give any information about the platform you are using (only "C++"), so if you are looking for a platform independent solution, the CImg library might be worth a try.
http://cimg.sourceforge.net/
By the way, did you try drawing the circles using the ImageMagick C++ API Magick++ instead of "composing" them? I cannot believe that it is that slow.

Tiling a large QGraphicsItem in a QGraphicsView

I am currently using a QGraphicsItem that I am loading a pixmap into to display some raster data. I am currently not doing any tiling or anything of the sort, but I have overriden my QGraphicsItem so that I can implement features like zooming under mouse, tracking whick pixel I am hovering over, etc etc.
My files that are coming off the disk are 1 - 2GB in size, and I would like to figure out a more optimal way of displaying them. For starters - it seems like I could display them all at once if I wanted - because the QImage that I am using (Qpixmap->QImage->QgraphicsItem) seems to fail at any pixel index over 32,xxx (16 bit).
So how should I implement tiling here if I want to maintain using a single QGraphicsItem? I dont think I want to use multiple QGraphicsItems to save the displayed data + neighboring data "about" to be displayed. This would require me to scale them all when the person moused over and tried to scale a single tile, and thus causing me to also have to reposition everything, right? I guess this will also require having some knowledge about what data to exactly get from the file.
I am however open to ideas. I also suppose it would be nice to do this in some kind of threaded way, that way the user can keep panning the image or zooming even if all the tiles are not loaded yet.
I looked at the 40000 chip demo, but I am not sure that is what I am after - it looks like it basically still displays all of the chips like you normally would in a scene, just overrode the paint method to supply less level of detail...or did I miss something about that demo?
It's not too surprising that there would be difficulty handling images that size. Qt just isn't designed for it and there are possibly other contributing factors due to the particular OS and perhaps the way memory is managed.
You very clearly need (or at least, should use) a tiling mechanism. Your main issue is that you need a way to access your image data that does not involve using a QImage (or QPixmap) to load the entire thing and provide access to that image data since it has already been determined that this fails.
You would either need to find a method (library) that can load the entire image into memory and allow you to pull regions of image data out of it, or load only a specific region from the file on disk. You would also need the ability to resize very large regions to lower resolution sections when trying to "zoom" out on any part of the image. Unfortunately, I have never done image processing like this so am unfamiliar with what library options are available, Qt likely won't be able to help you directly with this.
One option you might explore however is using an image editing package to break your large image up into more manageable chunks. Then perhaps a QGraphicsView solution similar to the chip demo would work.