At https://developer.apple.com/library/ios/technotes/tn2286/_index.html, Apple recommends that applications only share an instance of an ADBannerView. Now I have two UIViewControllers so I have the following code set up:
Singleton.h
ADBannerView *iadBanner;
Singleton.m
- (void)bannerViewDidLoadAd:(ADBannerView *)banner {
NSLog(#"Bank loaded iAd!");
[ViewController1 showiAd:(iadBanner)];
[ViewController2 showiAd:(iadBanner)];
}
ViewController1.h
ADBannerView *iadBanner;
ViewController1.m
- (void)showiAd:(ADBannerView *)ad {
NSLog(#"VC iAd Shown!");
iadBanner = ad;
[iadBanner setFrame:CGRectMake(0, 20, 320, 50)];
[self.view addSubview:iadBanner];
}
ViewController2.h/ViewController2.m same as ViewController1.h/.m
Instead of both UIViewControllers having the ad displayed however, only the second one does. Now I'm guessing that's because they're both referring to the same instance instead of creating another instance of the iadbanner passed from the Singleton class. Does anybody know how to fix this? :)
Related
So I have added iAds to my application and I have done this very simply. By importing iAds into the ViewController.h and putting the following code into the ViewController.m file:
self.canDisplayBannerAds = YES;
This works, however, when I the add loads the screen is squished. Where all of the images and sprites become shorter.
Is there any way the add can just be overlaid on top of the SKScene? so that is does not affect the elements below – so that it stops the squishing?
Also, is there a way to only have the banner ads run in certain SKScenes or when a BOOL is changed from YES to NO?
UPDATED
Code from my project:
#import "XYZViewController.h"
#import "XYZMenuScene.h"
#import <iAd/iAd.h>
#implementation XYZViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Configure the view.
SKView * skView = (SKView *)self.view;
skView.showsFPS = YES;
skView.showsNodeCount = YES;
// Create and configure the scene.
SKScene * scene = [XYZMenuScene sceneWithSize:skView.bounds.size];
scene.scaleMode = SKSceneScaleModeAspectFill;
//iAds Enabled
self.canDisplayBannerAds = YES;
// Present the scene.
[skView presentScene:scene];
}
This is all I have in terms of the iAds. It makes the entire scene push upwards to make room for the ad banner. Where I want it to just be over the scene and not push anything. So it covers, instead of pushes.
To overlay you can set the Z position of the banner higher than the rest of the content by default it's 0.
eg:
banner.layer.zPosition=2;
but I believe the iAd framework has built in method thats you can override to control when the ads must display and when they shouldn't and give you much more control.
Specific methods are called when the ad is available,and like you said you make the ads appear only when a boolean value is 1 or 0.
eg:
- (void)bannerViewDidLoadAd:(ADBannerView *)banner
{
if(showADS==1)
{
if (!self.bannerIsVisible)
{
[UIView beginAnimations:#"animateAdBannerOn" context:NULL];
// Assumes the banner view is just off the bottom of the screen.
banner.frame = CGRectOffset(banner.frame, 0, -banner.frame.size.height);
[UIView commitAnimations];
self.bannerIsVisible = YES;
}
}
else
{NSlog(#"No ads");}
}
check apple's documentation regarding this,they are really helpful
https://developer.apple.com/library/ios/documentation/userexperience/Conceptual/iAd_Guide/WorkingwithBannerViews/WorkingwithBannerViews.html
But let give a complete example.
The banner instance is only available in you iAd Methods not outside them.
In your view did load method:
- (void)viewDidLoad
{
self.canDisplayBannerAds=YES;
}
This method is called when the ad is loaded,in this method specify the position of the ad
- (void)bannerViewDidLoadAd:(ADBannerView *)banner
{
banner.layer.zPosition=2;
/*do all the additional like checking is the boolean is 1 or 0 etc.*/
}
If you are working with iAd and sprite kit,you need to call methods in your view controller from the scene class to do all the ad work.
Suppose you have a method named checkAD in your view controller that checks if the ad should shown or not etc..
You can call this method from your scene class by using this code
if([self.delegate respondsToSelector:#selector(checkAD)]){
[self.delegate checkAD];
}
Add the SKSCene in a container View that might help. From my experience any Apple subclasses of UIViewController can do weird stuff when iAds are added through canDisplayBannerAds.
When my app was in development, iAds worked great. Every 30 seconds I would either get a call to "bannerViewDidLoadAd" or to "didFailToReceiveAdWithError" and I prepared the app to handle either callback. I get the green checkmark "You're connected to iAd's App Network" and the other test ads.
Now that the app is live, it only gets "didFailToReceiveAdWithError" and never loads an ad.
I'm running the released version of the app on my phone plugged in to the Xcode Organizer Console, and I see the NSLog that prints within "didFailToReceiveAdWithError"
The iAd Portal doesn't show any requests though, it lists 0 requests.
I've built it to my phone again from XCode with the development profile and again it works as it should. I've deleted the app, shut down my phone, signed out of my iTunes Apple ID, and redownloaded the app from the App Store and still the ad fails every time.
Here's how I've got the ad coded:
In my rootViewController, the user chooses to start a new game, and I animate the new view:
UIViewController *nextController = [[GamePlayViewController alloc] initWithNibName:#"GamePlayView" bundle:nil];
[nextController performSelector:#selector(setDelegate:) withObject:self];
nextController.view.frame = CGRectMake(0, 570, 320, 568);
[self.view addSubview:nextController.view];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationDuration:0.23];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(animationDidStop:finished:context:)];
nextController.view.frame = CGRectMake(0, 0, 320, 568);
[UIView commitAnimations];
temporaryController = nextController;
GamePlayViewController.h includes:
- #import <iAd/iAd.h>
- #interface GamePlayViewController : UIViewController <ADBannerViewDelegate, UIDocumentInteractionControllerDelegate> {
GamePlayViewController.m includes:
- ADBannerView *_bannerView;
Once the user is in GamePlayViewController.m, there is an animation triggered in viewDidLoad, and once that animation completes, an ad is called:
if ([ADBannerView instancesRespondToSelector:#selector(initWithAdType:)]) {
_bannerView = [[ADBannerView alloc] initWithAdType:ADAdTypeBanner];
} else {
_bannerView = [[ADBannerView alloc] init];
}
_bannerView.delegate = self;
[self.view bringSubviewToFront:_bannerView];
}
That's really all there is to it other than the callback methods for iAds.
- (void)bannerViewDidLoadAd:(ADBannerView *)banner
{
NSLog(#"ad loaded!");
_bannerView.hidden = NO;
[self layoutAnimated:YES];
}
- (void)layoutAnimated:(BOOL)animated
{
// As of iOS 6.0, the banner will automatically resize itself based on its width.
// To support iOS 5.0 however, we continue to set the currentContentSizeIdentifier appropriately.
CGRect contentFrame = self.view.bounds;
if (contentFrame.size.width < contentFrame.size.height) {
_bannerView.currentContentSizeIdentifier = ADBannerContentSizeIdentifierPortrait;
} else {
_bannerView.currentContentSizeIdentifier = ADBannerContentSizeIdentifierLandscape;
}
CGRect bannerFrame = _bannerView.frame;
if (_bannerView.bannerLoaded) {
bannerFrame.origin.y = 0;
} else {
bannerFrame.origin.y = contentFrame.size.height;
}
[UIView animateWithDuration:animated ? 0.25 : 0.0 animations:^{
_contentView.frame = contentFrame;
[_contentView layoutIfNeeded];
_bannerView.frame = bannerFrame;
[self.view addSubview:_bannerView];
}];
}
- (void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error
{
NSLog(#"ad failed!");
_bannerView.hidden = YES;
}
Maybe something I am doing is wrong or I should have the ad on the rootViewController itself, but this code works great with test iAds, so I'm not sure why it's not working with the App Store version of the app.
Thanks for any help!
I've not looked at your code but I've observed this also. Sometimes Apple just hasn't sold any ads so there aren't any to display for you. Consider using an ad aggregator. I use https://github.com/larsacus/LARSAdController but modified it to display ads the way I want to.
I cover that in my blog entry: http://www.notthepainter.com/iad-admob-integration-with-a-dynamic-uiview/
Here is the text of the blog entry so it is preserved here, just in case my blog goes away someday.
I’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. They’re Done Yet? and Wheelin. 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.
I’ve forked LARSAdController and submitted the above sample code in a full project on my github.
After a few days, I was getting ready to call for support, and then the iAds started working. So I guess the answer is that there is potential for a lag to occur between an app going live and ads populating for that app.
Initially when the ads started coming in, the fill rate wasn't much above 50% and I was only seeing the one ad for iTunes Radio, but at least the ads had started working. Now fill rate is up to 67% and I'm seeing a bit more of a variety with the ads.
i just implemented a basic iad banner and on the xib file i dragged and dropped the bannerview on the bottom of the iphone and ctrl clicked file owner and dragged it to the adview. The issue is when I load it onto an iphone 5, the banner is only 3/4ths of the way down because the xib view is on iphone 4. Is there anyway i can avoid the xib view altogether and have some code that just puts the banner at the bottom no matter the device. This is my first time using iAds so i'm a bit new to it.
Thanks
In my viewController.m file here is a few lines of code, i'm assuming this is where the code would go if it's possible.
#synthesize adView;
- (void) bannerViewDidLoadAd:(ADBannerView *)banner {
[adView setHidden:NO];
}
- (void) bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error {
[adView setHidden:YES];
}
In viewDidLoad:
adView.frame = CGRectMake(0, self.view.frame.size.height-adView.frame.size.height, adView.frame.size.width, adView.frame.size.height);
Also check out Robotic Cat's comment, as he is correct.
Apple has some sample code that demonstrates the proper way to display banner-style iAds in your app. Check it out here. In particular, take a look at the ContainerBanner project.
I have a tab based application. I have created an iAd object in app delegate class and using it in my three view controller class. It's working good on second tab's screen and third tab's screen. On second tab there is a table view, when clicking the row of that table view i navigate to the new view where i have used the same code for iAd. On clicking the iAd, iAd screen opens in landscape mode and when closing the screen becomes black and log the following.
[ADHostWindowController supportsOrientation:]: message sent to deallocated instance 0x100bc740
I created the object in app delegate like this:
self.bannerView = [[ADBannerView alloc]init];
[self.bannerView setDelegate:self];
I'm adding banner in view controllers like this:
[[[self appdelegate] bannerView] setFrame:CGRectMake(0, hightofView-180, 768, 66)]
All my view controllers are in portrait but iAds always open in landscape mode.
This is working in iOs 6, but not with iOS 5 on iPad. How do I fix this?
My guess your problem is not related to iAds but rather to memory issues.
It seems that an object of class kind ADHostWindowController is being deallocated prematurely.
My advice would be to make sure that ADHostWindowController is not released i.e (retainCount>=1) before supportsOrientation: is called to it. (which is definitely after the iAd opens).
For diagnosis: Try logging the retain count of that ADHostWindowController (then maybe retaining it one more time) before opening an iAd and see what happens.
Take a look at TabbleBanner code in iAd sample from Apple: https://developer.apple.com/library/ios/#samplecode/iAdSuite/Introduction/Intro.html
I don't investigate it in detail, but you need to follow the Apple iAd guide:https://developer.apple.com/library/ios/#documentation/UserExperience/Conceptual/iAd_Guide/BannerAdvertisements/BannerAdvertisements.html
To create a ADBanner, in each UIViewController, add one to self.view
#property (strong,nonatomic) ADBannerView *bannerView;
- (void)viewDidLoad
{
[super viewDidLoad];
[self createADBanner];
}
- (void)createADBanner{
self.bannerView = [[ADBannerView alloc] initWithFrame:CGRectZero];
self.bannerView.currentContentSizeIdentifier = ADBannerContentSizeIdentifierPortrait;
[self.bannerView setDelegate:self];
[self.view addSubview:self.bannerView];
}
For beginning, you need to modify bannerView size and setCenter if need to place it at top or bottom.
- (void)viewDidLayoutSubviewsj{
if (UIInterfaceOrientationIsLandscape(self.interfaceOrientation)) {
self.bannerView.currentContentSizeIdentifier = ADBannerContentSizeIdentifierLandscape;
self.bannerView.center = CGPointMake(self.view.center.x, self.view.frame.size.height - self.bannerView.frame.size.height/2);
} else {
self.bannerView.currentContentSizeIdentifier = ADBannerContentSizeIdentifierPortrait;
self.bannerView.center = CGPointMake(self.view.center.x, self.view.frame.size.height - self.bannerView.frame.size.height/2);
}
}
And do the same when rotate:
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration{
if (UIInterfaceOrientationIsLandscape(toInterfaceOrientation)) {
self.bannerView.currentContentSizeIdentifier = ADBannerContentSizeIdentifierLandscape;
self.bannerView.center = CGPointMake(self.view.center.x, self.view.frame.size.height - self.bannerView.frame.size.height/2);
} else {
self.bannerView.currentContentSizeIdentifier = ADBannerContentSizeIdentifierPortrait;
self.bannerView.center = CGPointMake(self.view.center.x, self.view.frame.size.height - self.bannerView.frame.size.height/2);
}
}
I want to use AdMob in my app and I have 4 viewControllers (in 4 tab items) where I want to make it visible. The way the sample shows, every ViewController needs to make instance of it and add as subview.
I am still thinking if there can be someway to use only 1 instance that can be used in all application. How can I do that?
If I create 1 instance in AppDelegate as autorelease and retain in each viewController and on viewDidUnload release it and then in next tab item (viewController) i again retain it etc...is it good approach?
Sure, that would work but the only problem is that when you update the delegate for the ad, it will not actually pick up the new delegate for the ad unless you explicitly make a new ad request, so your old views will be receiving any notifications from the ad. I'd recommend the approach of making an adMob singleton that then forwards any delegate notifications to the right view.
So creating a class called GADMasterViewController (make sure it follows the GADBannerViewDelegate protocol too) or something which has a static initializer as so:
+(GADMasterViewController *)singleton {
static dispatch_once_t pred;
static GADMasterViewController *shared = nil;
dispatch_once(&pred, ^{
shared = [[GADMasterViewController alloc] init];
});
return shared;
}
Then in the initializer you can initialize a single GADBannerView as a property of this singleton:
-(id)init
{
if (self = [super init])
{
self.adBanner = [[GADBannerView alloc]
initWithFrame:CGRectMake(0.0,
0.0,
GAD_SIZE_320x50.width,
GAD_SIZE_320x50.height)];
// Has an ad request already been made
self.isLoaded = NO;
}
return self;
}
Then you can have a method which sets your new adView as the currentDelegate as such:
-(void)resetAdView:(UIViewController<GADBannerViewDelegate> *)rootViewController {
if (self.isLoaded) {
currentDelegate_ = rootViewController;
[rootViewController.view addSubview:self.adBanner];
}
else {
// The delegate to forward any notifications too
currentDelegate_ = rootViewController;
self.adBanner.delegate = self;
self.adBanner.rootViewController = rootViewController;
self.adBanner.adUnitID = kSampleAdUnitID;
GADRequest *request = [GADRequest request];
[self.adBanner loadRequest:request];
[rootViewController.view addSubview:self.adBanner];
self.isLoaded = YES;
}
}
At this point, you just want to forward any notifications which you get to the right viewController, so one example would be:
- (void)adViewDidReceiveAd:(GADBannerView *)view {
if ([currentDelegate_ respondsToSelector:#selector(adViewDidReceiveAd:)]) {
[currentDelegate_ adViewDidReceiveAd:view];
}
}
In ViewControllerX (one of your 4 ViewControllers), you could just add it to your view hierarchy using:
- (void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
shared = [GADMasterViewController singleton];
[shared resetAdView:self];
}
You can declare your admob view in appDelegate and add it as subview to window. Refer to admob view from VC through appDelegate
The AppDelegate aproach is a nice approach but you should not retain the instance of the admob in every viewcontroller and release the same in the viewDidUnload method. Instead of doing this just add the admob's view in every viewcontroller's viewDidLoad method as a subview. In this manner there will be only one instance of the Admob's view in the AppDelegate.
Hope this helps you.