We are using cocos2d-js to develop an iOS App which can launch different games. So I add an button in the native app viewcontroller and start the game by clicking the button, just like this:
-(void)didClickGame2Btn:(id)sender
{
//加载游戏
cocos2d::Application *app = cocos2d::Application::getInstance();
// Initialize the GLView attributes
app->initGLContextAttrs();
cocos2d::GLViewImpl::convertAttrs();
// Use RootViewController to manage CCEAGLView
RootViewController *rootViewController = [[RootViewController alloc] init];
rootViewController.wantsFullScreenLayout = YES;
[self.navigationController presentViewController:rootViewController animated:YES completion:^{
// IMPORTANT: Setting the GLView should be done after creating the RootViewController
cocos2d::GLView *glview = cocos2d::GLViewImpl::createWithEAGLView((__bridge void *)rootViewController.view);
cocos2d::Director::getInstance()->setOpenGLView(glview);
NSString *documentDir = [SEGetDirectories dirDoc];
NSString *wPath = [NSString stringWithFormat:#"%#/GameData/Game2",documentDir];
NSLog(#"document------:%#",documentDir);
std::vector<std::string> searchPathList;
searchPathList.push_back([wPath UTF8String]);
cocos2d::FileUtils::getInstance()->setSearchPaths(searchPathList);
//run the cocos2d-x game scene
app->run();
}];
[[UIApplication sharedApplication] setStatusBarHidden:true];
}
the rootViewController contains the game view. And then we add an button in the game, which is used to exit the game. The click event code of the exit game button likes:
//exit the game and close the view controller
gameEndCallBack:function(sender){
cc.log("director end............");
cc.director.end();
var ojb = jsb.reflection.callStaticMethod("ViewControllerUtils", "dismissCurrentVC");
}
We use the reflection to dismiss the rootViewController:
+(void)dismissCurrentVC
{
UIViewController *currentVC = [ViewControllerUtils getCurrentVC]; //这里获取最顶层的viewcontroller
[currentVC dismissViewControllerAnimated:YES completion:^{
NSLog(#"xxx");
}];
}
Everything is ok when the first time to enter the game, but after dismissing the rootViewController, we try to enter the game again, it crash.
The crash line is in the ScriptingCore::runScript metod and executing the code:
evaluatedOK = JS_ExecuteScript(cx, global, *script, &rval);
And the crash info is "exc_bad_access".
It is much the same problem as this topic, but the approaches in it did not solve the problem.
http://discuss.cocos2d-x.org/t/how-to-destroy-a-cocos-game-on-ios-completely/23805
This problem has been confusing me serveral days, I have no solution for this. Can anyone give me some help?
You can make the app to support multiple games with in the app.
All you have done is required but in addition to that please follow the below instructions.
First of all, cocos provide a singleton instance of cocos2d::Application that can not be restarted again especially in iOS. So the approach of ending the Director cc.director.end(); won't help you.
You should start the application only once by using the function call cocos2d::Application::getInstance()->run(); and next time if you want to start the game layer, you should not call this method again.
Instead, just pause cocos2d::Director::getInstance()->pause(); and resume cocos2d::Director::getInstance()->resume(); the director when you want to stop the game.
In this approach, if you dismiss/dealloc the view-controller instance then you should create the glview cocos2d::GLView instance again without calling the run method.
One more problem is, take care of the delay in loading the new scene. GLView will display the previous game scene for a while. Do a work around that will show blank screen while the new scene is ready.
Hope this will help you.
I'm having this issue on one of my ads for an ios game
Here is my code, the odd thing is that if I add the device on the request.testDevices list it displays the demo banner, if I remove from testDevices, it does not show a real banner, but if I change my bundleIdentifier on XCODE, it shows a real banner,so I believe its something with my admob account, does anyone ever got something like it?
Its always failing with this error:
AdView didFailToReceiveAdWithError --------------------------- : 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.}
On my AppDelegate.m
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Use Firebase library to configure APIs
[FIRApp configure];
[[FIRAnalyticsConfiguration sharedInstance] setAnalyticsCollectionEnabled:YES];
// Initialize Google Mobile Ads SDK
[GADMobileAds configureWithApplicationID:#"ca-app-pub-xx~xx"];
/* other stuff here... */
}
on my rootViewController.m
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad {
[super viewDidLoad];
bannerViewAdded = NO;
interstitialViewAdded = NO;
[self addBanner];
// ..... more stuff here;
}
- (void)addBanner{
NSLog(#"CALL ADD BANNER ROOTVIEWCONTROLLER");
if(!bannerViewAdded && ![MKStoreManager isFeaturePurchased:kFeatureAId]){
NSLog(#"ADD BANNER ROOTVIEWCONTROLLER");
CGSize size = [[CCDirector sharedDirector] winSize];
// Create adMob ad View (note the use of various macros to detect device)
if (IS_IPAD || IS_IPADHD) {
bannerView = [[GADBannerView alloc] initWithAdSize:kGADAdSizeLeaderboard];
bannerView.center = CGPointMake(size.width/2, (size.height-CGRectGetHeight(bannerView.frame)/2)-2);
}
else if (IS_IPHONE6) {
bannerView = [[GADBannerView alloc] initWithAdSize:kGADAdSizeBanner];
bannerView.center = CGPointMake(size.width/2, (size.height-CGRectGetHeight(bannerView.frame)/2)-2);
}
else if (IS_IPHONE6P) {
bannerView = [[GADBannerView alloc] initWithAdSize:kGADAdSizeBanner];
bannerView.center = CGPointMake(size.width/2, (size.height-CGRectGetHeight(bannerView.frame)/2)-2);
}
else {
// boring old iPhones and iPod touches
bannerView = [[GADBannerView alloc] initWithAdSize:kGADAdSizeBanner];
bannerView.center = CGPointMake(size.width/2, (size.height-CGRectGetHeight(bannerView.frame)/2)-2);
}
//[bannerView setBackgroundColor:[UIColor blueColor]];
// Need to set this to no since we're creating this custom view.
//bannerView.translatesAutoresizingMaskIntoConstraints = NO;
// Note: Edit SampleConstants.h to provide a definition for kSampleAdUnitID
// before compiling.
// Replace this ad unit ID with your own ad unit ID.
bannerView.adUnitID = #"ca-app-pub-xx/xx";
bannerView.rootViewController = self;
bannerView.delegate = self;
[self.view addSubview:bannerView];
GADRequest *request = [GADRequest request];
//request.testDevices = #[ kGADSimulatorID ];
//request.testDevices = #[ #"xx", #"xx" , kGADSimulatorID ];
[bannerView loadRequest:request];
bannerViewAdded = YES;
}
}
- (void)removeBanner {
//admob
if(bannerViewAdded){
bannerViewAdded = NO;
[bannerView removeFromSuperview];
[bannerView release];
bannerView = nil;
}
//No AdMOB
if(localBannerAdded){
localBannerAdded = NO;
[localBannerButton removeFromSuperview];
[localBannerButton release];
localBannerButton = nil;
}
}
- (void)addInterstitial{
if(!interstitialViewAdded && ![MKStoreManager isFeaturePurchased:kFeatureAId]){
NSLog(#"INIT INTERSTITIAL ROOTVIEWCONTROLLER");
interstitialView = [[GADInterstitial alloc] initWithAdUnitID:#"ca-app-pub-xx/xx"];
GADRequest *request = [GADRequest request];
// Requests test ads on devices you specify. Your test device ID is printed to the console when
// an ad request is made. GADBannerView automatically returns test ads when running on a
// simulator.
//request.testDevices = #[ kGADSimulatorID, #"xxx", #"xxx" ];
[interstitialView loadRequest:request];
[interstitialView setDelegate:self];
}
}
- (void)adView:(GADBannerView *)gadBannerView didFailToReceiveAdWithError:(GADRequestError *)error{
NSLog(#"AdView didFailToReceiveAdWithError --------------------------- : %#", error);
[self removeBanner];
if(!localBannerAdded){
CGSize size = [[CCDirector sharedDirector] winSize];
localBannerButton = [[UIButton buttonWithType:UIButtonTypeRoundedRect] retain];
localBannerButton.frame = CGRectMake(0.0, 0.0, 320.0, 50.0);
[localBannerButton setTitle:#"DOWNLOAD MORE FREE GAMES" forState:UIControlStateNormal];
localBannerButton.backgroundColor = [UIColor whiteColor];//[UIColor clearColor];
[localBannerButton setTitleColor:[UIColor blackColor] forState:UIControlStateNormal ];
[self.view addSubview:localBannerButton];
[localBannerButton setCenter:CGPointMake(self.view.center.x,(size.height-CGRectGetHeight(localBannerButton.frame)/2)-2)];
// Add Target-Action Pair
[localBannerButton addTarget:self action:#selector(openAppStore:) forControlEvents:UIControlEventTouchUpInside];
localBannerAdded = YES;
}
}
I just had this error today, the problem for me was simple, it was because the adUnitID is basically still new. I had to wait more than 2 hours after creating the adUnitID in order for the ads to be served.
If you have this error, and some of your adUnitIDs serve ads and some don't. You're highly likely having the same issue, and the only way to fix it is to wait.
The ad server will return this message mainly because of the following:
There are no ads for your ad unit id.
Check whether your ad unit id is proper or not.
You will get the same error if either your banner width/height is 0.
Make sure that your adUnitID is perfect.
or
check following links its may help you
https://groups.google.com/forum/#!topic/google-admob-ads-sdk/ioXU2nX9W28
AdMob Legacy Publisher ID not showing ads
I had just created a new account and seen that problem. When checking my account there was a message shown on the top of admob page: "Your ad units are not displaying ads because you haven't provided your account payments information yet.". Click on the button Fix it, fill the form and the ads will be shown within few hours
I met this error too. Both my banner and interstitial ads failed with this error. I found that it is my mistake to change UserAgent globally, after I change UserAgent to default it works well.
Make sure you are using the test ad IDs when in a debug session.
https://developers.google.com/admob/ios/banner?hl=en-US
The easiest way to load test ads is to use our dedicated test ad unit ID for iOS banners: ca-app-pub-3940256099942544/2934735716
This error could happen if you have not setup your payment and billing information in your AdMob account.
As per Admob after you setup the payment details, it can take up to 2 hours before it would be completely functional
Billing and Payments
This solved my problem
changing banner id to example id.
run the app then .
changing id back to production id.
For me, the reason why it started showing this is that I didn't have any payment methods set up on my AdMob account.
Once I have set this up, the error has disappeared and ads started showing instantly.
Hope this helps someone!
One possible reason is a Constraint bug.
you should guarantee your bannerView's constraint to other views is
right
I had the same issue when testing the sample application on my phone. I fixed with the following steps:
Reset Advertising identifier on iPhone 6, Go to:
Settings -> Privacy -> Advertising -> Reset Ad identifier
After create adUnitID, Wait for 1-2 hours and then try it out.
Because I had the same issue and it gets solved just after 1-2 hours.
Enjoy coding :)
If you are using your app in debug or testing mode make sure you are using test AppID and BannerID provided by google admob which would be as:-
Google Test AdMobID:
ca-app-pub-3940256099942544~1458002511
Google Test BannerID
ca-app-pub-3940256099942544/2934735716
In my case, ads are working fine but suddenly it stop showing ad with error: No ad to show.
I noticed console is throwing error about test device identifier. Somehow the test device identifier get changed. I don't know how it happen, may be due to Xcode upgrade. I am not sure. But once I changed the test device identifier, it start working again.
Do not make any modifications in code if this error pops, just wait about 3-4 days. Google takes time to send adds for new accounts
Make sure not to make an other variable of GADBannerView. Use one variable in every controller by making it global and just change unit id.
e.g this line should be out of any controller (global)
var bannerView: GADBannerView!
then use it wherever you want and just change id accordingly
bannerView.adUnitID = "ca-app-exampleid-abcabc938-4e8"
I was used to init the banner like this:
adBannerView = GADBannerView()
and it was working.
I can't say precisely from which AdMob library version, but suddently the banner wasn't show anymore.
Init the banner with the size as parameter, fixed the problem:
adBannerView = GADBannerView(adSize: kGADAdSizeBanner)
I solve this by adding request.testDevice = #[#"xxxxxxxxxxxx"] before load request.(I get this tip and test device number from console)
The best way I think should be used the test ad Ids from the integration guide from Google, after that change to your Ad Ids when it goes live.
I faced with this issue even with google test ad units.
In my scenario, problem was, I modified the WkWebView UserAgent directly without concatenating with the real one.
I had to change from;
static func arrangeUserAgent() {
let webView = WKWebView()
webView.evaluateJavaScript("navigator.userAgent") { (result, error) in
webView.customUserAgent = "Some Awesome User Agent"
let dictionary = Dictionary(dictionaryLiteral: ("UserAgent", webView.customUserAgent!))
UserDefaults.standard.register(defaults: dictionary)
}
}
to;
static func arrangeUserAgent() {
let webView = WKWebView()
webView.evaluateJavaScript("navigator.userAgent") { (result, error) in
let mergedUserAgent = "\(result ?? "") Some Awesome UserAgent"
webView.customUserAgent = mergedUserAgent
let dictionary = Dictionary(dictionaryLiteral: ("UserAgent", mergedUserAgent))
UserDefaults.standard.register(defaults: dictionary)
}
}
Had rough times to find the problem.
Be careful with the UserAgent you change.
Happy coding.
In the Settings of your iOS device: Settings > Privacy > Advertising: Turn on and then turn off "Limit Ad Tracking" ("Reset of Ad Identifier" doesn't always help. Try "Reset of Ad Identifier" first and comment if this action doesn't help you).
But! It will help only get ads on your own device and will not solve the problem that matching rate of your ad is low.
I have built an app like 2 years ago using story board. The root view controller of the app is UINavigation controller and the root view controller loads view controllers as per user interaction. From root view controller, depending on user action 8 other view controllers can be presented in UINavigation.
Now I would to include banner ads to that app.The problem is since I originally implemented the app using story board and viewcontrollers, I am wondering where to add the code for ad banner.
I did some research and it looks like the likely option is to
1. Add a UIViewcontroller as a root view controller
2. Add a ContainerView to the UIViewcontroller
3. Make Exiting navigation controller as embedded segue from the container view
4. Add the ad banner (Want the ad banner at the bottom of the screen).
In Other words
Existing
--> UINavigationController -->(segue)-->LoginController-->(segue)-->MainpageController-->
Planned Modification
--> UIViewController-->(has)-->Containerview-->(embed segue)-->UINavigationController -->(segue)-->LoginController-->(segue)-->MainpageController-->
What I like to know is, is this the best approach to implement ad banners in my case? or can I have ad banner view is each and every view controller which may be presented in navigation controller?
Thanks
Apple's BannerView sample app seems to cover this. It isn't a storyboard app but the basic rule should apply. There is a single VC that has the ad view as well as your app's view.
I wrote a blog post about it here: http://www.notthepainter.com/iad-admob-integration-with-a-dynamic-uiview/
Note, the blog post is about iAd and ad mob integration, but the same concepts should apply. You don't need to use ad integration to accomplish this at all. You can really ignore the rest of this answer and just see how Apple does it with the BannerView sample app.
Here's the blog posting:
’ve released 2 apps both with iAds. I used Apple’s BannerView sample code to implement this. Basically, in your delegate you don’t set root to your expected root UIViewController but rather you set root to a BannerView which contains your real root. When an iAd is available, your main view shrinks and the iAd is displayed at the bottom. When an ad isn’t available, your view expands to its “normal” size.
This worked very well in testing so I released both apps to the app store. However, when I first downloaded the versions from the store I was quite surprised to see no ads ever. It turns out that at least right now, iAd had a pretty horrible fill rate. So I wanted to show another ad when an iAd wasn’t available.
I found LARSAdController, an open source project by larsacus on GitHub. He makes ad integration very easy except for one thing. When you go down his quick development route you get the ads covering your view, it doesn’t shrink to accommodate the ad. This is a completely reasonable design decision, just not one I wanted.
So I decided to modify Apple’s BannerView to use LARSAdController. It was pretty easy.
The first thing you do is remove iAd from BannerView’s .h file and ad in the LARS TOLAdViewController class.
#import "TOLAdViewController.h"
#define KVO_AD_VISIBLE #"KVO_AD_VISIBLE"
#interface BannerViewController : TOLAdViewController
(Just ignore the KVO_AD_VISIBLE define for now, I’ll cover that later.) In the .m file also remove iAd and make these changes:
#implementation BannerViewController {
UIView *_bannerView;
UIViewController *_contentController;
BOOL isLoaded;
}
We changed _bannerView from an ADBannerView into a plain old UIVIew. ADBannerView also has a bannerLoaded property which we’ll have to replace with our isLoaded boolean. initWithContentViewController is also easy to modify.
// IAPHelper *sharedInstance = [//IAPHelper sharedInstance];
//if ([sharedInstance showBannerAds]) {
if (YES) {
_bannerView = [[UIView alloc] initWithFrame:CGRectZero];
} else {
_bannerView = nil; // not showing ads since the user has upgraded
}
Notice the commented out section. If you are using in-app purchases to transform an ad supported version into an ad free version you can do that right there.
At the end of the method well use Key-Value-Observing (KVO) to watch LARS and see when an ad is served or removed. (I’ll probably cover KVO in a future blog entry.)
[[LARSAdController sharedManager] addObserver:self
forKeyPath:kLARSAdObserverKeyPathIsAdVisible
options:0
context:KVO_AD_VISIBLE]
And the observing code:
- (void)observeValueForKeyPath:(NSString *)keyPath
ofObject:(id)object
change:(NSDictionary *)change
context:(void *)context;
{
if(context == KVO_AD_VISIBLE) {
NSNumber *isVisible = [object valueForKey:kLARSAdObserverKeyPathIsAdVisible];
if ([isVisible boolValue]) {
_bannerView.frame = [[LARSAdController sharedManager] containerView].frame;
isLoaded = YES;
} else {
isLoaded = NO;
}
}
[self.view setNeedsLayout];
[self.view layoutIfNeeded];
}
We save the frame of the new ad and also update the isLoaded variable. (Originally thought I would need to call setNeedsLayout and layoutIfNeeded but in practice I didn’t.) The mods to viewDidLayoutSubviews were also pretty straightforward. The only odd part was removing the references to ADBannerContentSizeIdentifierPortrait and ADBannerContentSizeIdentifierLandscape and just replacing that all with a single line:
bannerFrame.size = [_bannerView sizeThatFits:contentFrame.size];
And a few lines later you use the new isLoaded variable
if (isLoaded) {
Don’t forget to clean up your observer in dealloc:
-(void) dealloc;
{
[[LARSAdController sharedManager] removeObserver:self forKeyPath:kLARSAdObserverKeyPathIsAdVisible];
}
All that remains is to tell LARS about your ads in your app delegate:
[[LARSAdController sharedManager] registerAdClass:[TOLAdAdapterGoogleAds class] withPublisherId:#"a14e55c99c24b43"];
[[LARSAdController sharedManager] registerAdClass:[TOLAdAdapteriAds class]];
LARSBannerViewController *root = [[LARSBannerViewController alloc] initWithNibName:#"LARSBannerViewController" bundle:nil];
_bannerViewController = [[BannerViewController alloc] initWithContentViewController:root];
[self.window setRootViewController:_bannerViewController];
And that’s it. Now your app should show iAD or AdMob ads and your view will shrink to accommodate them.
Of course there’s a bug, I don’t know if this is in AdMob server or in LARS but when you are in Landscape mode on an iPhone the ad’s size and the reported size are different leaving a black bar at the bottom of the screen. I’ve pinged larsacus about it and will update this post when I know more.
**Try This: **
let arrViews = NSMutableArray()
arrViews.add(self.viewEmail)
arrViews.add(self.viewEventTime)
arrViews.add(self.viewLocation)
for vc in arrViews
{
let vc1 = vc as! UIView
vc1.layer.masksToBounds = false
vc1.layer.shadowOffset = CGSize(width: 2.5, height: 2.5)
vc1.layer.shadowRadius = 5
vc1.layer.shadowOpacity = 0.5
}
I am trying to integrate AdMob's interstitial ads into my iOS, but even though everything seems okay, I am not getting any of the interstitial delegate methods (including failure too) fired. I have set my ad as an interstitial Ad and I have my Ad unit ID correct. Here is my code:
GADInterstitial *interstitialAd = [[GADInterstitial alloc] init];
interstitialAd.adUnitID = AD_UNIT_ID;
interstitialAd.delegate = self;
GADRequest *adRequest = [GADRequest request];
#if DEBUG
adRequest.testDevices = #[ #"9ab869b041b0e1d5a362be13c99eb69a" ];
#endif
[interstitialAd loadRequest:adRequest];
I've got a breakpoint at the above code and it is firing. Then, at the same class, I've got the delegate methods implemented:
-(void)interstitial:(GADInterstitial *)ad didFailToReceiveAdWithError:(GADRequestError *)error{
loadedAd = nil;
}
-(void)interstitialDidReceiveAd:(GADInterstitial *)ad{
loadedAd = ad;
[self presentAdIfAppropriate];
}
However, neither of these methods are being called, even after waiting for minutes. I have a stable internet connection on my device, and the connection timeout is set as 4 seconds at AdMob website. Why doesn't my ad load?
You should keep a strong reference (in the class scope) on the interstitial ad object as it will be probably released after you load the request (as it is defined in the local scope of your request method).
Also, make sure you've set up and are referencing an adUnitID for the specific iOS app you're testing (under Monetize on admob.com). Just using the adUnitID from the sample app, or one from your app on a different platform will not work. The symptom is that none of the delegate methods will fire, not even didFailToReceiveAdWithError.
I have setup a basic application as a test, using the AdMob Mediation service.
- (void)viewDidLoad {
[super viewDidLoad];
// Create a view of the standard size at the top of the screen.
// Available AdSize constants are explained in GADAdSize.h.
bannerView_ = [[GADBannerView alloc] initWithAdSize:kGADAdSizeBanner];
// Specify the ad's "unit identifier." This is your AdMob Publisher ID.
bannerView_.adUnitID = kAdMobPublisherID;
// Let the runtime know which UIViewController to restore after taking
// the user wherever the ad goes and add it to the view hierarchy.
bannerView_.rootViewController = self;
[self.view addSubview:bannerView_];
// Initiate a generic request to load it with an ad.
[bannerView_ loadRequest:[GADRequest request]];
GADRequest *request = [GADRequest request];
// Make the request for a test ad. Put in an identifier for
// the simulator as well as any devices you want to receive test ads.
request.testDevices = [NSArray arrayWithObjects:
#"4D047EB9-A3A7-441E-989E-C5437F05DB04",
#"YOUR_DEVICE_IDENTIFIER",
nil];
}
I am receiving these errors when the application fails to receive an Ad. I believe iAd sends errors quite a bit during test iAd adverts.
[AppDeveloper]: ADBannerView: Unhandled error (no delegate or delegate does not implement didFailToReceiveAdWithError:): Error Domain=ADErrorDomain Code=4 "The operation couldn’t be completed. Application has iAd Network configuration error" UserInfo=0x9fd8d20 {ADInternalErrorCode=4, ADInternalErrorDomain=ADErrorDomain, NSLocalizedFailureReason=Application has iAd Network configuration error}
The error is due to not implementing the didFailToReceiveAdWithError. The issue I have is how to implement this method.
I have looked in the iAd Progamming Guide : iAd Prog Guide
This suggests setting up a method like this...
- (void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error
However, as my code is not implementing the iAd network directly, it is setup using a mediation service. I am unsure how to change the above method to work.
Because the AdMob framework handles the ad display (even if mediated to other ad sources like iAd), you only need to implement the handling of AdMob banners. If the AdMob framework displays an iAd through mediation, it'll encapsulate it and present it to you like any regular AdMob banner.
Therefore you just need to set the delegate of the bannerView to receive events from the AdMob framework, e.g. let your view controller implement the GADBannerViewDelegate protocol and use it as the delegate):
#interface MyViewController : UIViewController <GADBannerViewDelegate>
...
in your viewDidLoad method:
bannerView_.delegate = self;
You can then add various methods to handle ad events, like
- (void)adView:(GADBannerView *)bannerView didFailToReceiveAdWithError:(GADRequestError *)error;
which is called when no ad could be requested. Also useful:
- (void)adViewDidReceiveAd:(GADBannerView *)bannerView;
which is called whenever an ad was received successfully. This method is usually used to slide in the ad banner. The passed bannerView is always of class GADBannerView, but it has a property mediatedAdView that contains the actual ad to display (which could be an iAd banner).
Btw, you're preparing an ad request in your code, but you dont't actually use it for loading an ad. You probably also want to move down the loadRequest: call and use the prepared request:
[bannerView_ loadRequest:request];
There's more about the GADBannerViewDelegate methods in the AdMob SDK docs at: https://developers.google.com/mobile-ads-sdk/docs/admob/intermediate.
I think you missed to add line:
bannerView_.delegate = self;