What is the difference between DFPBannerView and GADBannerView? - ios

Google ad mob documentation tells me to use a GADBannerView to display ads where as google ad manager tells me to use a DFPBannerView. Both perform exactly the same from what I can tell so why the 2 option?
Google Ad Mob
Google Ad Manager

The GMA SDK is shared by both AdMob and Ad Manager, which are two different ad serving solutions. Even if the SDK is the same, you still need to indicate whether the ad serving will be managed by AdMob or Ad Manager. Depending on where you have you're campaigns set up, you'll need to use the appropriate method to request such ads.

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iOS 14 - Source app's responsibility - Display ads that the ad network signs

I have little bit of confusion regarding the second point mentioned for the source app's responsibility in documentation of SKADNetwork.
Add the ad network’s ID to its Info.plist.
Display ads that the ad network signs.
First part is done. I have addded the ad network IDs in my info.plist.
Regarding the second part Display ads that the ad network signs.
Is this something I need to do? Going through the documentation I see the keys but if I do have to implement it what would the value be?
According to this article
Display the ads that the ad network signs -
While this is listed under "Source App" this responsibility will ultimately fall on the ad network SDK if it is going to be handling displaying ads in the app. In any case, the source app must use a set of keys when they call the loadProduct() method to describe a specific impression from the ad network's ad in order to associate an app install with an ad campaign.
Does this means this part of code is handled by the ad sdk?
Thanks
according to this article it seems like sdk will handle
Displaying an advertised product/initiating a validation involves
calling the loadProduct(withParamters:completionBlock:) method, which
requires a signature key that the ad network generates, known as the
SKStoreProductParameterAdNetworkAttributionSignature.

Google ads are not showing in a particular app

I am getting the following error when loading an interstitial in an iOS app:
Error Domain=com.google.ads Code=1 "Request Error: No ad to show." UserInfo={NSLocalizedDescription=Request Error: No ad to show., NSLocalizedFailureReason=Request Error: No ad to show.}
I have tried with various live AD IDs, but the ad never shows. However, if I use a test AD ID, the ad shows.
If I use the live AD IDs in other apps, the ads show. It seems that the problem is with the particular app when using live AD IDs.
Any help?
Mainly there are 2 types of Google Ads, Banner ads and Interstitial ads. Banner ads are received as a complete view from the Google API's, whereas for interstitial ads you only get the params that you can display on your custom UI.
For live Ad ID's to work, you need to get your App whitelisted by Google. Since you are able to use the test Ad ID's and not the live Ad ID's, your app might not have been whitelisted yet. After your app gets whitelisted you should be able to receive the ads from Google Ads.
In addition to #Krishna's answer: the issue may be simply that there are no ads to show. Google tries to pick an ad based on targeting parameters that you pass in (e.g. location), user's AdID (a unique ad-specific identifier used for targeting) and your AdUnitID settings (on the server side) and other things (device type, possibly IP address, current time, etc.). Sometimes it just can't find a suitable ad.
In test mode you always get an ad (for testing purposes). But, of course, I'd recommend exploring the "whitelisting" first.

AdMob displays different Ads with same ID on iOS

I’ve made a game with libgdx, and imported Google Ads SDK to add ads.
I downloaded a sample project to see how I should have imported Interstital.
But soon I found out that the interstial shown in my app were very different from the one shown in the sample project, but I don’t know why
Does somebody knows what this could be all about?
Sample project interstitial:
My game interstitial:
EDIT: the two projects use the same AdMob account and Ad ID
You can't fully control what you want the users to see in your Interstitial ad. And you have to be mindful of the Google AdMob's best practices and policies too.
If you want a custom layout, you can use Native Ads Advanced (Unified) https://developers.google.com/admob/ios/native-unified
And if you ONLY want a video rewarded ad, there's another format of ad available:
Rewarded Video Ads https://developers.google.com/admob/ios/rewarded-video
I hope this helps.
EDIT: OP knows the info above, apparently. What OP wanted to know is the reason why the two projects have different ad content.
There should be multiple reasons why you experienced that.
Bundle Ids of the apps.
Either of the two projects has set test device id (or simulator id) to generate test ad, and the other one has not, thus giving you different ads.
Some AdMob's FAQs:
Do I have to choose which ads to show in my app?
No. AdMob automatically serves ads to your apps from the AdMob Network
and third-party networks of your choosing. These ads can be targeted
to your app content and audience.
If you do want control over what appears in your app, you can block
ads from certain advertisers and categories from being shown in your
app.
Who decides which ads to show in my app?
AdMob uses an ad auction to automatically select the ads that will
appear on your pages from all the available ad sources. Generally, the
highest performing ads will be shown in your app.
If you do want control over what appears in your app, you can block
ads from certain advertisers and categories from being shown in your
app.
To know more, read: https://support.google.com/admob/answer/7356092?hl=en

Rewarded Video Ads not displaying?

I have implemented whole procedure of Google doc for Reward AbMob integration.
https://developers.google.com/admob/ios/rewarded-video
But i am getting error like this:-
Reward based video ad failed to load: No ad returned from any ad server.
Note : you have to replace kSampleAdUnitID with your AppID in Admob
Its obious that there are no ads for the user, google only send ads for a person on its recent search.
Google is also promoting firebase ads instead admob.
and of-corse, did you create a proper frame for your adview, there are multiple type of ads,
one which comes on banner,
second which comes on any grid,
and last which comes on whole screen
So, each type should have a specific dimension view. Please check it.

iAds: Displaying own ads when didFailToReceiveAdWithError

Outside the US and a few other countries (UK, France, Deutschland, Italia, España, Japan/日本), ads from the iAd Network aren't showing up much on iOS, yet.
In the meantime, besides using AdMob and the like to fill the blanks, I wonder if it's possible to display our own ads built with the iAd Producer.
So, the mechanism would be that when advertisements are not available, therefore triggering bannerView:didFailToReceiveAdWithError:, it triggers our own ad instead.
If so, any ideas on: (1) if it's effectively possible to run our own iAd-Producer ads; (2) if so, how to implement that mechanism?
You can also create what adMob calls "In-house" ads. You can upload an image to use as the ad, or simply specify some text and a small icon and AdMob will make it look like their standard ads. This way, you can have your house ads filling up the remaining inventory when iAds aren't being displayed (100% house ads), or whatever amount of space you would like.
I've built an open-source library to handle both iAds and fallback AdMob ads in a single container with a single line of code in each view. This allows me to customize everything about my users' ad experience when there are no iAds to display. Just set your google publisher id to your account's and you're good to go.
You can use custom events in AdWhirl to basically make your iAd-Producer ads its own ad network, where you can assign it a percentage and backfill order.
You will have to implement the code to create the ad and replace the bannerView with your new ad.

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