Horizontal planes not detected in Iphone SE - ios

I have been working on Arkit applications these days and have tested many of these applications using Iphone 8 and Iphone X.
I have downloaded a project from Github - https://github.com/max6363/measure-using-ARKit-iOS11.
Though, in the project read me section, the developer mentioned that it is compatible with IPhone SE, my mobile is not able to detect any horizontal planes and as a result of this, I am not able to create any point in the space.
Could someone please let me know regarding this.
I would like to know,if I need to make any changes to the project.
Thanks in advance!

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I'm looking for solution of problem that I get image from my server and that image will be only be one(not for compatible all devices) and that image will also use in android device too so as you know android support SVG but iOS isn't (that 1 image should be use on all iOS devices even on iPad too). I look into this Tutorial and this use from PDF and also use local pdf.
So what will be approach from iOS end or server end to download 1 image (with one size) and will be show on all devices.
Looking for suggestions and help to resolve this issue.
You can try to implement PocketSVG (https://github.com/pocketsvg/PocketSVG) to do that.
There is one downfall though: it only supports SVG features that can be drawn using CGPaths or UIPaths.

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For example, images taken and uploaded vertical are posted horizontal.
Images taken and uploaded horizontal are posted upside down.
Any help would be appreciated
Many thanks
------------------EDIT---------------
I'm currently using Drupal 8's code, so the code is in its original state.
Is there a way to not change the code and download a module or something which can correct the problem?
Below is an example of how images are automatically rotated from the uploaded/original image and posted image...
Example 1

Detecting same image?

currently working on a side project, but I'm stuck on one big part.
The goal is that the user can take a screenshot from a different popular app that contains 6 images/icons. I want it so when the user goes into my app they can upload that screenshot and I can detect the 6 images and place them into a collection view.
The issue is detecting the type of 6 images in the screen shot, I thought about using an OCR like Tesseract but I'm not sure if that would work because there's zero text in the screenshot, only the 6 images. Something that might help is that in that app there all only 50 kind of images. Would create some sort of database of images help? But how would I compare them?
I apologise if this doesn't make sense I just don't know how to word it. Any help would be great.
Assuming you want to be able to do this across multiple types of devices, a computer vision library like OpenCV might be the way to go.
If your users always run the app on the same device (always on an iPhone 5, say) then the icons might always land in exactly the same spot, and you could simply slice the screenshot up, extract the component images, and do a byte-wise compare on the sub-images. However, you've got iPhone 4, iPhone 5, iPhone 6, 6+ screen-sizes, iPad, iPad retina, iPad pro (small and large) to deal with, and possibly portrait and landscape orientations. Presumably the 6 images will land at different spots on the screens of all those different devices, and you'll have different image resolutions to deal with as well. With OpenCV you should be able to find the bounding rects for the images by "looking at" the screen-shots rather than building a complex set of rules.
Take a look at the OpenCV example code for matching SIFT features (the python version here, but you can find examples in other languages as well). It demonstrates a simpler version of what you want to do.

Naming Conventions For iOS Image Resolutions?

I know this is a topic that has a plethora of useful information on the web, but there's one piece of the puzzle I can't seem to figure out.
In the app I'm designing, which will support all devices that support iOS 9, I have an image that I want to have take up the whole screen when the device is in landscape.
For the sake of learning, I am trying to use size classes and auto-layout, rather than using code (I've been successful in doing this pragmatically, but I'm trying to figure out this concept).
My images for iPhone are named like so;
image#3x~iphone.png
image#2x~iphone.png
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image~ipad.png
What I can't seem to figure out is how to work with a device like iPhone 4s, which has a completely different aspect ratio than iPhone 5s, 6, 6 Plus. When I run my app, the image appears "squished," since the image is designed for a 16:9 screen. From this site, I tried naming an image image-960h#2x~iphone.png, which does not seem to get called when I build the app.
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Is it necessary to create a retina version of an app?

Im creating an iOS game and I thought I was done until I test ran it on the iPad Retina simulator, and its extremely laggy. Is that a simulator glitch, or will it actually not work on the Retina iPad? I tried looking up if it was necessary and couldn't find an exact answer.
You shouldn't be using the simulator for making any kind of judgment around performance. It's a simulator, not an actual device. It doesn't represent the actual conditions you'll be experiencing in hardware, and there are vast differences in terms of graphics and the rendering pipeline. If you're not testing your app on a hardware device you're doing a disservice to your potential users.
Do bear in mind the vast majority of devices being sold right now are retina. Many graphically rich games are able to support the hardware, so I suspect what you're seeing is either a) due to the simulator, or b) can be fixed with some optimisation.
Yes it is (kind of). The appstore has regulations on retina apps. I think that they only accept retina apps and a lot of people use retina devices so it might be a good idea to make it retina.
No it is not necessary. It may look pixelate on a retina device but it is not necessary. However, many people use retina devices (just consider this). Retina is just for looks most of the time. Good luck on your game!
Edit:
I looked into the developer and appstore requirements. Apple needs you to have a retina version or you might be looking at a turned down app. Anyways, have fun with this and good luck!
Designing for Retina display
Building apps for Retina display involves creating two sets of images — one at 163ppi and another at 326ppi. After slugging our way through an app build or two, we feel confident that we have a decent workflow for attacking future Retina display app designs. Hopefully this information is of use to other designers
For More Information Please Check HERE1, HERE2
Yes you need your iOS game to run on all the devices glitch/lag free, when you go for publishing the application on the store it'll be turned down if it is not working on the retina version.
Possibly you are not using the images for retina display which are double the resolution
make sure resolution independence is turned on
design your artwork 2x as large as the actor (so a 100px actor should have artwork that is 200px)
ENSURE that all artwork is divisible by 4. (200/2 is 100, which is the size of the actor. 100/2 is 50 which is the pixel it will center on when placed in the game, you can't rest on .5 a pixel, it can turn out blurry)
Drag artwork into GS and program as normal.
I hope this solves your problem

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