Vuforia virtual button does not work - augmented-reality

I am trying some samples with Vuforia virtual buttons. The problem is times, when my hand cover these buttons it does not work. I have nothing to put as code here because I have nothing to code; just put a console log when it trigger the default hover function.
What are the factors that can influence the accuracy of these virtual buttons. The problem is it sometimes works, sometimes it doesn't work (cannot recognize that my hands are hovering on these buttons).

Did you follow all the rules as posted in the instructions here: How To Implement Virtual Buttons? Also, make sure the buttons cover enough features.

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Specific UI Testing in Xcode 7

I am new to UI Testing in Xcode 7, and I find it very difficult to determinate how can I test multiple details about my app. I have been able to test the basic things, such as different labels exist, and their values are changed when I tap the corresponding buttons.
However, I have no idea how can I test that the color of these labels changes to the one desired, or that a new screen is presented modally when I tap a button. After searching in Google and Stackoverflow I have found nothing but the basic tutorials that let me test what I have already accomplished. How should I proceed to expand my tests and make them actually useful?
There are some limitations. I don't believe testing color (or fonts for example) is possible... yet. However you can definitely test the navigation from screen to screen...
XCTAssertTrue(app.navigationBars["ViewControllerTitle"].exists)
Of course, it all depends on how your screen works. In the example, we're assuming there is a disabled navigation bar label. You just have to find something visual (text) on the screen that uniquely identifies it. It does take some getting used to.
As stated, the specifics for testing for color are not yet possible. However, you might want to consider Unit Tests for that. You can test GUI components for color in those. That's where the line between Unit and UI Testing can get a bit blurry. But, if you need to test for color, that is one way to do it.

How can i stack up tiles in iOS programming?

I'm trying to learn iOS programming and I decided to make a game like Connect 4, or some may know it as Four in a row.
I've done the grid and dropping the tiles. However, I haven't been able to stack the tiles on top of each other. I havent tried that much because I have no idea on how i could do something like that as i have never tried making a game like this, I have also searched online but I dont know if it's my choice of wording that it never shows anything or if there isnt anything like it.
I have 7 column on the top, with a hairline where you touch in order to drop the tile to the grid. Right now the tiles just stack on each other.
Not sure if my response is worth to be an answer but what the heck...
If you are set on not getting into Sprite Kit right now, you could probably use UIButton to make this happen. Divide your screen into a grid of UIButtons. You can set the button images according to empty and played (red or blue). Each button code would have to check for things like if the hole (button) was already played, what color chip to display, is this a winning move, etc... There is of course an easier way to do this instead of copying the same code into each button but I'll let you try to figure that one out for now.

Disable iOS "Perspective Compensation" programmatically?

Maybe I'm just searching for the wrong term, but I've been able to find very little information on this subject, and I think it could be a problem for my app.
A while back, there was an article on the accuracy of the touch screens on iOS devices, and it seemed quite poor compared to other phones. Here is a link a posting about it:
http://forums.macrumors.com/showthread.php?t=1660713
Anyway, many of the commenters referred to "perspective compensation" as a cause for the inaccuracy. Basically, they are saying that iOS intentionally registers touches above the actual point of contact to compensate for the typical viewing angle of the user or for the angle of their finger or something like that. I have found that there is some credibility to that claim myself by doing as one of the commenters suggested and trying to use my iPhone upside down. I did find that it was difficult to touch things in some cases, and I have also noticed this problem in one of the apps I'm developing.
So, in case you want to skip all that rambling above, here is why it's a problem for me:
I am developing an app that is intended to be used by two people at the same time. The iPhone or iPad is placed on a surface between two people who are sitting across from one another, and they are instructed to quickly and accurately touch items on their respective halves of the screen competitively. What the article's comments made me suspect might happen, and what I have also found in practice is that the person using the phone upside down will have trouble touching buttons and dots on their first try. I've also tested slowly with a stylus and found that the touchable area of a button does indeed extend below a button, or above the button for the person using the phone upside down, hence the discrepancy and problem/disadvantage for that person.
So finally, if you want to skip that also, here is my question: Can "perspective compensation"(if that's what it's called) be disabled programmatically, and can it be done for specific views of an app? Have any of you noticed this and dealt with it in an app of yours?
While I have found that "perspective compensation" does seem to be occurring, I have not found any official documentation of it, and therefore have no idea how or if it can be disabled. When I search for "perspective compensation," the only results I find are links to the same article and comments.
I can't help but expect that this may have been asked before or is solvable with a simple checkbox, but perhaps for lack of the correct term to use, I have been unable to find any leads.
Thanks in advance for any of your solutions or suggestions!
This can't be done with the current SDK. All we have access to is the touch location, which is at a single point. Other search terms you might try are "digitizer" or "raw touch data", but there is definitely no check box or simple option.
To implement this, you will have to compensate for the touch location yourself. You'll need to play around with a compensating offset value for the upside-down buttons. Hit testing on views is probably the best place to do this, then your buttons can just respond to events as normal.

How can I get a slot machine effect in the IOS SDK with text?

I need to create a list of words then have the words cycle through in a slot machine effect when swiped from top to bottom.
the only issues I'm having problems figuring out is the scrolling text part. UIPICKERVIEW doesn't cycle around (plus I need to only show one option at a time). I've hunted for examples and/or tutorials regarding this but haven't found anything that points me in the right direct.
Anyone know of a tutorial or have suggestions where I can get started or further my research? thanks.
You could use iCarousel for this:
https://github.com/nicklockwood/iCarousel
Run the Basic iOS Demo and select the Cylinder carousel type in vertical orientation with wrap on. If that looks like what you want, the documentation will explain how you can set it up in your project.

Delphi: a new design of User Interface in app

I need your suggestions how to organize and make a nice, graphical user interface.
Now I have something like this:
There is a tree view (it takes a big space...) as a menu with assigned frames to each item. All frames have control buttons (a tool bar) and something from this list: list views, string grids, progress bars, memos, rich edits, web browser, color pickers, list boxes, labels, edits etc.
I don't have enough experience to create a good, easy and graphical UI, and I do not have any ideas what to make.
The most hard thing for me is I need to create a nice SDI, but the present UI is similar to a MDI (frames with lots controls are instead of windows).
So I'm trying to copy an UI from other soft: http://www.addictivetips.com/windows-tips/150-best-windows-applications-of-year-2010-editors-pick/ + SCREEN SHOTS. But I cannot find something appropriate for me :(
Added:
I have an idea to use a glass effect (a "menu" instead of a tree view on the left), but it looks complicatedly: buttons on a glass and buttons below (a tool bar).
Another version:
Please, advice me what to do or give me a direction. Thanks!
Consider that most monitors are now 16/10 or 16/9, i.e. not in 4/3 aspect ratio any more.
Therefore, it's not a loss of space to put a tree on the left, or even the commands toolbar on the left side instead of the top of the window. Your first screenshot was not the worse, in this aspect. I just write a log viewer with this design: the log events has the full application height.
Office 2007/2010 ribbon for instance is nice looking, but takes too much vertical space IMHO on daily use. Some users (among me) are frustrated by this ribbon. For instance, I don't find it very usable in a notebook. Greatest user interfaces gives full space to content, not commands. Chrome is a good example of this. And mobile applications tend to maximize the available space use.
Just my 2 cents.
Personally speaking, about your first screen shot, the toolbar buttons are too big. They are much too strong a presence, even at second glance.
I would reduce their size. Or, when this program targets children or touching devices, the other controls and font sizes should be enlarged.
You are trying to create a tabbed application, So I'd suggest using some sort of tab-control.
Even the Delphi default one allows you to add pictures to the tabs.
Something like this:
A few considerations:
How often is the app used?
If the app will be used very daily by your users, try to maximize usable space, i.e. make the controls as small as need be.
If the app is used rarely by your users, make the controls big and bright, label every button so things are clear, and time figuring out where is what is minimized, this also means using familiar user interface elements.
Are you targeting elephants or mice?
If you audience is computer savvy (mice), you can get away with more experiments and bling; if you are dealing with perpetual beginners you will need to stick to basic stuff.
Remember, the user interface is a contract
Make sure the controls behave as advertised. If something looks like a button make it behave like a button. Don't disguise a menu to look like a listbox/treeview.
A menu does an action (it's a hidden button), a listbox selects one item that can be acted upon.
My opinion
I dislike your initial screenshot because it tries to force a tabsheet/pagecontrol into the format of a treeview, whilst naming the items menus. This makes for a clumsy interface.
I've never seen a menu be used to switch between views, and the treeview makes for a mighty small target to hid. On top of that it allows for multiple nesting.
The tree is a concept that every programmer understands, but very few people outside that group grok, IMHO, don't use a tree in your application! and avoid the treeview.
It's a poor control to work with because:
It allows nesting > 2 a NONO in my book;
It is too small to hit with a mouse, even worse with a touchpad;
What's up with the [>] sign in front, why would I want to collapse a tree with just 1 level of nesting and when I do and the [+] is visible in front of "main menu" where on earth have my submenu items gone?
I love your last version, but
It needs text labels for every button;
Make the vertical pagecontrol, look like some sort of tabbed sheet, this will make your intent instantly clear;
I would love to see a statusbar;
Glass may look cool, but having the junk from screens below shine through your app sure makes everything look busy, not a good thing if you're trying to focus on this particular app;
Make sure to put splitters between all panels, and make sure to visually highlight the splitter by setting beveled:= true and width/height:= 5 so you can actually hit that splitter
The info panel has its own caption, a huge waste of space. It's bad enough that every window has a title bar that does almost nothing, don't multiply non-interactive space.
Finally
Do as David says and buy a copy of about face, it's the best book on UI design I've seen by far. http://www.cooper.com/#about:books
First picture is the best version for standard desktops with mouse.
Third picture will be good for tablets with their touch screens. But it needs some improvements. Currently I can't see on which page I am now, even more: there are no signs that those buttons actually switch pages. I think, you need some sort of tabcontrol here.

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