The error and the problem:
WARNING: More than 10 instances of ADBannerView or ADInterstitialView currently exist. This is a misuse of the iAd API, and ad performance will suffer as a result. This message is printed only once.
my implementation of the adView:
var adView = ADBannerView()
override func viewDidLoad() {
super.viewDidLoad()
adView.frame = CGRectOffset(adView.frame, 0, self.view.bounds.height - adView.bounds.height)
adView.sizeToFit()
self.view .addSubview(adView)
adView.alpha = 0.001
adView.delegate = self
}
i have looked on the internet and i found that i need to implement the "viewWillDisappear" and i did so:
my first try:
override func viewWillDisappear(animated: Bool) {
adView.removeFromSuperview()
adView.delegate = nil
}
and the second:
override func viewWillDisappear(animated: Bool) {
for view in self.view.subviews {
view.removeFromSuperview()
}
adView.removeFromSuperview()
adView.delegate = nil
}
one more thing, it says that it will just be displayed once but i get the error every time i run the app on my phone
After some search i came to this solution :
let adView = ADBannerView()
override func viewDidLoad() {
super.viewDidLoad()
adView.frame = CGRectOffset(adView.frame, 0, self.view.bounds.height - adView.bounds.height)
adView.sizeToFit()
adView.alpha = 0.001
adView.delegate = self
self.view .addSubview(adView)
self.canDisplayBannerAds = true
}
override func viewWillDisappear(animated: Bool) {
for view in self.view.subviews {
view.removeFromSuperview()
}
adView.hidden = true
adView.delegate = nil
adView.removeFromSuperview()
}
apparently I missed to add the "self.canDisplayBannerAds = true" and that fixed the problem for now
Related
I am having a hard time creating a UIFocusGuide that will jump from the UITableView to a UIButton. Here is the debugger context screenshot:
And here is the implementation:
override func viewDidLoad() {
super.viewDidLoad()
self.tableView.delegate = self
self.tableView.dataSource = self
// add the focus guide
self.view.addLayoutGuide(focusGuide)
// add the anchors
self.focusGuide.leftAnchor.constraintEqualToAnchor(self.button.leftAnchor).active = true
self.focusGuide.topAnchor.constraintEqualToAnchor(self.tableView.topAnchor).active = true
self.focusGuide.widthAnchor.constraintEqualToAnchor(self.button.widthAnchor).active = true
self.focusGuide.heightAnchor.constraintEqualToAnchor(self.tableView.heightAnchor).active = true
}
override func didUpdateFocusInContext(context: UIFocusUpdateContext, withAnimationCoordinator coordinator: UIFocusAnimationCoordinator) {
guard let nextFocusedView = context.nextFocusedView else { return }
switch nextFocusedView {
case self.button:
self.focusGuide.preferredFocusedView = self.button
case self.tableView:
self.focusGuide.preferredFocusedView = self.tableView
default:
self.focusGuide.preferredFocusedView = nil
}
}
The didUpdateFocusInContext function is never getting called when I am at the middle item of the UITableView or the end of the UITableView.
Add the focus guide to the button not self.view. You don't need override didUpdateFocusInContext For example:
var focusGuide = UIFocusGuide()
override func viewDidLoad() {
super.viewDidLoad()
self.tableView.delegate = self
self.tableView.dataSource = self
// add the focus guide
self.button.addLayoutGuide(focusGuide)
// add the anchors
self.focusGuide.leftAnchor.constraintEqualToAnchor(self.button.leftAnchor).active = true
self.focusGuide.topAnchor.constraintEqualToAnchor(self.tableView.topAnchor).active = true
self.focusGuide.widthAnchor.constraintEqualToAnchor(self.button.widthAnchor).active = true
self.focusGuide.heightAnchor.constraintEqualToAnchor(self.tableView.heightAnchor).active = true
}
Im trying to make items spawn at the location of the cloud. So far I have the cloud animating on repeat just how i want it, but when I spawn an item the cloud animation resets from the beginning.
when adding a subview, What are my options?
Here is a gif from the project
override func viewDidLoad() {
super.viewDidLoad()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
gemCloudImage.center.x = 100
makeCloudFly()
}
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(true)
}
func makeCloudFly() {
UIView.animateWithDuration(6, delay: 1, options: [.Autoreverse, .Repeat], animations: {
self.gemCloudImage.center.x = self.view.frame.width - 100
}, completion: nil)
}
#IBAction func buttonTapped(sender: AnyObject) {
let positionX: CGFloat = gemCloudImage.layer.presentationLayer()!.frame.midX
let positionY: CGFloat = gemCloudImage.layer.presentationLayer()!.frame.midY
print(positionX)
print(positionY)
let chair = UIImageView()
chair.image = UIImage(named: "CHAIR1")
chair.frame = CGRectMake(positionX, positionY, 50, 50)
chair.frame = CGRect(x:positionX, y:positionY, width:50, height:50)
self.view.addSubview(chair)
}
Move the code in viewDidLayoutSubviews to viewDidLoad. That should resolve your issue.
The method viewDidLayoutSubviews is called every time you add new subviews.
How to move the UIToolBar to top (stick to the UINavigationBar)?
I m struggle with this thing for a long time and I've try some stuff like:
Custom UIToolBar that conforms to UIToolbarDelegate and (UIBarPosition)positionForBar:(id <UIBarPositioning>)bar get called
and I return UIBarPositionTop but the toolbar stays at bottom.
Change the toolbar frame: self.navigationController.toolbar.frame = CGRectMake(0, NAV_BAR_Y, self.view.bounds.size.width, NAV_BAR_HEIGHT);
Custom UINaviagtionController which has this delegate function: (UIBarPosition)positionForBar:(id <UIBarPositioning>)bar {
return UIBarPositionTop;
}
None of the struggles goes well, same look:
Any Help will be great.
(I would like to have navigation look as Apple App store navigation)
There are 2 options that I'm aware of.
1) Related to Move UINavigationController's toolbar to the top to lie underneath navigation bar
You can subclass UINavigationController and change the Y-axis position of the toolbar when the value is set.
import UIKit
private var context = 0
class NavigationController: UINavigationController {
private var inToolbarFrameChange = false
var observerBag: [NSKeyValueObservation] = []
override func awakeFromNib() {
super.awakeFromNib()
self.inToolbarFrameChange = false
}
override func viewDidLoad() {
super.viewDidLoad()
observerBag.append(
toolbar.observe(\.center, options: .new) { toolbar, _ in
if !self.inToolbarFrameChange {
self.inToolbarFrameChange = true
toolbar.frame = CGRect(
x: 0,
y: self.navigationBar.frame.height + UIApplication.shared.statusBarFrame.height,
width: toolbar.frame.width,
height: toolbar.frame.height
)
self.inToolbarFrameChange = false
}
}
)
}
override func setToolbarHidden(_ hidden: Bool, animated: Bool) {
super.setToolbarHidden(hidden, animated: false)
var rectTB = self.toolbar.frame
rectTB = .zero
}
}
2) You can create your own UIToolbar and add it to view of the UIViewController. Then, you add the constraints to the leading, trailing and the top of the safe area.
import UIKit
final class ViewController: UIViewController {
private let toolbar = UIToolbar()
private let segmentedControl: UISegmentedControl = {
let control = UISegmentedControl(items: ["Op 1", "Op 2"])
control.isEnabled = false
return control
}()
override func loadView() {
super.loadView()
setupToolbar()
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
navigationController?.navigationBar.hideBorderLine()
}
private func setupToolbar() {
let barItem = UIBarButtonItem(customView: segmentedControl)
toolbar.setItems([barItem], animated: false)
toolbar.isTranslucent = false
toolbar.isOpaque = false
view.addSubview(toolbar)
toolbar.translatesAutoresizingMaskIntoConstraints = false
toolbar.leadingAnchor.constraint(equalTo: view.leadingAnchor).isActive = true
toolbar.trailingAnchor.constraint(equalTo: view.trailingAnchor).isActive = true
toolbar.topAnchor.constraint(equalTo: view.safeAreaLayoutGuide.topAnchor).isActive = true
}
}
private extension UINavigationBar {
func showBorderLine() {
findBorderLine().isHidden = false
}
func hideBorderLine() {
findBorderLine().isHidden = true
}
private func findBorderLine() -> UIImageView! {
return self.subviews
.flatMap { $0.subviews }
.compactMap { $0 as? UIImageView }
.filter { $0.bounds.size.width == self.bounds.size.width }
.filter { $0.bounds.size.height <= 2 }
.first
}
}
Try this solution
#interface ViewController () <UIToolbarDelegate>
{
UIToolbar * lpToolbar;
}
#end
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
lpToolbar = [[UIToolbar alloc] initWithFrame :CGRectZero];
lpToolbar.delegate = self;
self.navigationItem.title = #"Title";
}
-(void) viewWillAppear :(BOOL)animated
{
[super viewWillAppear:animated];
[self.navigationController.view addSubview :lpToolbar];
CGRect rFrame = self.navigationController.navigationBar.frame;
lpToolbar.frame = CGRectMake( 0.0, rFrame.origin.y + rFrame.size.height, rFrame.size.width, 50.0 );
}
-(void) viewWillDisappear:(BOOL)animated
{
[super viewWillDisappear:animated];
[lpToolbar removeFromSuperview];
}
-(UIBarPosition) positionForBar:(id <UIBarPositioning>)bar
{
return UIBarPositionTop;
}
I am making the iAds in my app to be loaded in the app delegate. It loads fine however in the view controllers, it will not show.
My code in the app delegate to declare the ad is
var UIiAd: ADBannerView = ADBannerView()
My code in the view controller is
class HelpViewController: UIViewController, ADBannerViewDelegate {
//MARK: - Properties
var UIiAd: ADBannerView = ADBannerView()
//MARK: - did something
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override func viewWillAppear(animated: Bool) {
//super.viewWillAppear(animated)
let ScreenHeight = UIScreen.mainScreen().bounds.height
UIiAd.delegate = self
UIiAd = self.appDelegate().UIiAd
UIiAd.frame = CGRectMake(0, ScreenHeight - 50, 0, 0)
UIiAd.hidden = true
self.view.addSubview(UIiAd)
}
override func viewWillDisappear(animated: Bool) {
UIiAd.delegate = nil
UIiAd.removeFromSuperview()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
//MARK: - iAd
func bannerViewDidLoadAd(banner: ADBannerView!) {
UIView.beginAnimations(nil, context: nil)
UIView.setAnimationDuration(1)
UIiAd.hidden = false
UIView.commitAnimations()
print("Did load ad")
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
UIView.beginAnimations(nil, context: nil)
UIView.setAnimationDuration(0)
UIiAd.hidden = true
UIView.commitAnimations()
print("Did fail to receive ad with error \(error)")
}
//MARK: - Functions
func appDelegate() -> AppDelegate {
return UIApplication.sharedApplication().delegate as! AppDelegate
}
}
What seems to be the problem is, bannerViewDidLoadAd doesn't ever get called. How would I unhide the banner if it loads?
I have actually fixed this. What you need to do in the app delegate is
class AppDelegate: UIResponder, UIApplicationDelegate, ADBannerViewDelegate
Then you want to make a bool that changes if the ad is loaded
Then you want to add the function func bannerViewDidLoadAd(banner: ADBannerView!) {
adLoaded = true
}
This will change the value when the ad is loaded
Then in your view controller you want to do
override func viewWillAppear(animated: Bool) {
//super.viewWillAppear(animated)
let ScreenHeight = UIScreen.mainScreen().bounds.height
UIiAd.delegate = self
UIiAd = self.appDelegate().UIiAd
UIiAd.frame = CGRectMake(0, ScreenHeight - 50, 0, 0)
canDisplayBannerAds = true
if appDelegate().adLoaded == true {
self.view.addSubview(UIiAd)
}
}
This will add the ad to your view controller will not if the ad is not loaded
I'm using Swift and SpriteKit, and everything is made inside my GameViewController and GameScene.
This is all code concerning the ads inside my GameViewController:
class GameViewController: UIViewController, ADBannerViewDelegate, GADBannerViewDelegate {
var adBannerView: ADBannerView!
var gadBannerView: GADBannerView!
var bannerDisplayed = false
var bannerNow = "iAd"
override func viewDidLoad() {
super.viewDidLoad()
if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {
// Configure the view.
let skView = self.view as! SKView
skView.showsFPS = false
skView.showsNodeCount = false
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
/* Set the scale mode to scale to fit the window */
scene.scaleMode = .AspectFill
if((UIDevice.currentDevice().userInterfaceIdiom == .Phone) && (UIScreen.mainScreen().bounds.height <= 480)) {
println("<= iPhone 4S")
scene.size.height = skView.bounds.size.height * 2
scene.size.width = skView.bounds.size.width * 2
}
NSNotificationCenter.defaultCenter().addObserver(self, selector: "hideADBanner", name: "hideAd", object: nil)
NSNotificationCenter.defaultCenter().addObserver(self, selector: "showADBanner", name: "showAd", object: nil)
self.adBannerView = self.loadAds()
skView.presentScene(scene)
println(gadBannerView)
}
}
func loadAds()->ADBannerView{
var adBannerView2 = ADBannerView(frame: CGRect.zeroRect)
adBannerView2.center = CGPoint(x: adBannerView2.center.x, y: view!.bounds.size.height - adBannerView2.frame.size.height / 2)
adBannerView2.delegate = self
adBannerView2.hidden = true
bannerNow = "iAd"
self.view?.addSubview(adBannerView2)
return adBannerView2
}
func bannerViewActionShouldBegin(banner: ADBannerView!, willLeaveApplication willLeave: Bool) -> Bool {
println("left for ad")
return true
}
func bannerViewActionDidFinish(banner: ADBannerView!) {
}
func bannerViewDidLoadAd(banner: ADBannerView!) {
println("ad did load.")
println("Delegate: \(adBannerView.delegate)")
adBannerView.hidden = false
//gadBannerView?.removeFromSuperview()
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
//adBannerView.removeFromSuperview()
//self.gadBannerView = self.createGADBanner()
}
func createGADBanner()->GADBannerView {
var ad = GADBannerView()
ad = GADBannerView(frame: CGRectMake(0, 0, self.view.frame.size.width, 50))
ad.delegate = self
ad.rootViewController = self
ad.adUnitID = "xxxxxxxxxxx"
bannerNow = "GAD"
var reqAd = GADRequest()
//reqAd.testDevices = [GAD_SIMULATOR_ID] // If you want test ad's
ad.loadRequest(reqAd)
self.view.addSubview(ad)
println(ad)
return ad
}
func adViewDidReceiveAd(view: GADBannerView!) {
println("adViewDidReceiveAd:\(view)");
bannerDisplayed = true
relayoutViews()
}
func adView(bannerView: GADBannerView!, didFailToReceiveAdWithError error: GADRequestError!) {
gadBannerView.removeFromSuperview()
}
func relayoutViews() {
if (bannerDisplayed) {
var bannerFrame = gadBannerView!.frame
bannerFrame.origin.x = 0
bannerFrame.origin.y = self.view.bounds.size.height - bannerFrame.size.height
gadBannerView!.frame = bannerFrame
}
}
func hideADBanner() {
println(self.gadBannerView)
println(bannerNow)
//adBannerView?.hidden = true
//gadBannerView?.hidden = true
adBannerView?.removeFromSuperview()
gadBannerView?.removeFromSuperview()
}
func showADBanner() {
self.adBannerView = self.loadAds()
//adBannerView?.hidden = false
//gadBannerView?.hidden = false
}
So my plan is to get ads from AdMob when iAd is not working, but the problem is that my iAd "always works", even though I've changed the fill-rate inside the Developer tools in my iPhone.
When iAd loads the ad it works fine, the function bannerViewDidLoadAd() is called and the ad is displayed. Although sometimes when I load iAd it says that I've entered bannerViewDidLoadAd() but it only displays a white "box" with the iAd logo in the bottom. Now, this is not what I want because then AdMob is never gonna show. The println always put out the same delegate so it seems like that works at least.
This view never refreshes because everything, as I said, is handled in the GameScene where it's just removing and adding nodes.
Thank you!
You're over complicating things immensely with bool's, unnecessary functions, and it looks like you've actually created two ADBannerViews once in Interface Builder, self.adBannerView, and once programmatically, var adBannerView: ADBannerView!.
I've created an example with comments to help you along the way. Whats happening here is we are creating an ADBannerView, setting it up once in our viewDidLoad, and then hiding/showing our ADBannerView depending on if it receives an ad from the iAd network or not. I've left out the AdMob implementation as it should be pretty straight forward now.
import UIKit
import iAd // Import iAd
class ViewController: UIViewController, ADBannerViewDelegate { // Include the delegate for our ADBannerView
var adBannerView = ADBannerView() // Create our ADBannerView
// Create your GADBannerView here
override func viewDidLoad() {
super.viewDidLoad()
loadAds()
}
func loadAds() {
// Setup our ADBannerView
adBannerView = ADBannerView(frame: CGRect.zeroRect)
adBannerView.center = CGPoint(x: view.bounds.size.width / 2, y: view.bounds.size.height - adBannerView.frame.size.height / 2)
adBannerView.delegate = self
adBannerView.hidden = true
view.addSubview(adBannerView)
// Setup your GADBannerView here in the same manner
}
func bannerViewDidLoadAd(banner: ADBannerView!) {
println("bannerViewDidLoadAd")
// We received an ad from iAd. Lets show our banner
adBannerView.hidden = false
// Hide your GADBannerView here
}
func bannerViewActionDidFinish(banner: ADBannerView!) {
println("bannerViewActionDidFinish")
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
println("didFailToReceiveAdWithError: \(error)")
// We failed to receive an ad from iAd. Lets hide our banner and print the error
adBannerView.hidden = true
// Show your GADBannerView here
}