Is this the right way to supplement AdMob when iAd is unavailable? - ios

I want to fill the iAd space with AdMob advertisements when iAd is unavailable and was wondering if this was the right way to code it to do so. Every time I've run my simulator it has displayed iAd, and when it doesn't it shows a white strip, so I'm wondering if I've coded it wrong. Could someone help me out, and fix the code if necessary, or add suggestions. Thanks.
//iAd Advertising
#pragma mark iAd Delegate Methods
- (void) bannerViewDidLoadAd:(ADBannerView *)banner {
advertisement.hidden = NO;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1];
[banner setAlpha:1];
[UIView commitAnimations];
//bannerView_.hidden = YES;
} // if there is an internet connection, load the iAd with a 1 second fade in effect
- (void) bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1];
[banner setAlpha:1];
[UIView commitAnimations];
advertisement.hidden = YES;
bannerView_.hidden = NO;
bannerView_ = [[GADBannerView alloc]initWithFrame:CGRectMake(0, 20, 320, 50)];
bannerView_.adUnitID = #"//pubname";
bannerView_.rootViewController = self;
[self.view addSubview:bannerView_];
[bannerView_ loadRequest:[GADRequest request]];
}
#end

Your code is right. I'm guessing the error is in the storyboard. On the storyboard click the iAd and make sure the Alpha is set to 0. That should solve it.
Sorry for the late answer.

Related

How to make iAd/AdMob mediation work in multiple methods

for iOS, iAd/AdMob mediation only works in viewDidLoad method. It completely ignores every other method. Since iAd is added through storyboards and AdMob is added programmatically, AdMob doesn't respond to .hidden statements. Since the mediation only works in ViewDidLoad, how do I make mediation work in -(void)GameOver method for example?
For example...
-(void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error{}
How Would I place the above method inside of the -(void)GameOver method so the code inside the didFailToReceiveAdWithError would work in -(void)GameOver?
-(void)bannerViewDidLoadAd:(ADBannerView *)banner{
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0];
[iAdBanner setAlpha:1];
iAdBanner.hidden=NO;
[UIView commitAnimations];
[self.iAdBanner setDelegate:self];
bannerView = [[GADBannerView alloc] initWithAdSize:kGADAdSizeSmartBannerPortrait];
}
-(void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error{
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0];
[iAdBanner setAlpha:0];
iAdBanner.hidden=YES;
[UIView commitAnimations];
bannerView = [[GADBannerView alloc] initWithAdSize:kGADAdSizeSmartBannerPortrait];
bannerView=[[GADBannerView alloc]initWithFrame:CGRectMake(0, 0, 320, 50)];
self.bannerView.adUnitID=#"Unit-ID";
self.bannerView.rootViewController=self;
[self.view addSubview:self.bannerView];
GADRequest *request =[GADRequest request];
request.testDevices= #[ GAD_SIMULATOR_ID ];
[self.bannerView loadRequest:request];
}

iAds on 3.5 Iphone not appearing

I have set up iAds for my app, but for whatever reason, they only appear on the iphone 4 inch and not the 3.5 inch. First, I thought it had something to do with the Auto Layout, so I made sure the BannerView appeared in both screen sizes. After doing so, I ran and still would not work.
Here is the code I used to tell the bannerView what to do. This is in the ViewController.m file.
#pragma mark iAd Delegate Methods
-(void)bannerViewDidLoadAd:(ADBannerView *)banner {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1];
[banner setAlpha:1];
[UIView commitAnimations];
}
-(void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1];
[banner setAlpha:0];
[UIView commitAnimations];
}
Also, this is being done in Spritekit if that matters.
Thanks for helping, and I'm pretty new to coding so something that may seem obvious, I might have easily not noticed.
You cannot animate the alpha of an object. Alternatively, you should be modifying it's transparency via it's opacity:
- (void)bannerViewDidLoadAd:(ADBannerView *)banner
{
[UIView animateWithDuration:1.0 animations:^{
banner.layer.opacity = 1.0f;
}];
}
- (void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error
{
[UIView animateWithDuration:1.0 animations:^{
banner.layer.opacity = 0.0f;
}];
}

iAd appears before it is loaded in iOS using subviews

Hello I have an issue where my ads appear before they are even loaded.
I got this
#pragma mark iAd Delegate Methods
- (AppDelegate *) appdelegate {
return (AppDelegate *)[[UIApplication sharedApplication] delegate];
}
-(void) viewWillAppear:(BOOL)animated{
//this part set alpha 0 does nothing
[_UIiAD setAlpha:0];
_UIiAD = [[self appdelegate] UIiAD];
_UIiAD.delegate = self;
[_UIiAD setFrame:CGRectMake(0,470,320,50)];
[self.view addSubview:_UIiAD];
}
-(void)bannerViewDidLoadAd:(ADBannerView *)banner{
NSLog(#"ads loaded");
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1];
[_UIiAD setAlpha:1];
[UIView commitAnimations];
}
-(void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error{
NSLog(#"ads not loaded");
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1];
[_UIiAD setAlpha:0];
[UIView commitAnimations];
}
I have tried to stick
[_UIiAD setAlpha:0];
In various parts of my code, but still same issue.
If your AdBannerView has been initialized outside of this snippet (presumably in AppDelegate from what you show in your viewWillAppear: code), it can still load ads even before it has a delegate.
Instead of programmatically adding the iAd banner as a subview after creating it somewhere else, have you tried adding it using Interface Builder and just using the code to hide/unhide based on whether or not it's received content.

iAD View Freezes On Ad Close

Ok, so after testing on the simulators it turns out that this issue is only occurring on actual devices... How would I fix this?
I am making an iOS app with SpriteKit and am implementing iAD. Everything works more or less like I expect it too, except for one thing. When I tap on the ad, it brings me to a full screen ad, as expected, but when I close that ad the current view freezes, as in nothing happens visually. I know the app is still running because when I click the banner ad again and close out of it again the game returns to normal and the game had progressed while visually frozen. This is how the banner is initialized in my view controller class (the iAD delegate):
self.canDisplayBannerAds = YES;
CGRect bannerFrame = CGRectMake(0, 20, scene.size.width, 50);
banner = [[ADBannerView alloc] initWithAdType:ADAdTypeBanner];
banner.delegate = self;
banner.frame = bannerFrame;
[banner setAlpha:0];
[self.view addSubview:banner];
And these are the loading methods, also in the view controller class:
- (void) bannerViewDidLoadAd:(ADBannerView *) bannerM
{
NSLog(#"Ad Loaded");
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1];
[bannerM setAlpha:1];
[UIView commitAnimations];
}
- (void) bannerView:(ADBannerView *)bannerM didFailToReceiveAdWithError:(NSError *)error
{
NSLog(#"Ad Failed");
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1];
[bannerM setAlpha:0];
[UIView commitAnimations];
}
I don't really understand the problem or why it is happening... Any help would be appreciated!
Thanks,
StrongJoshua
EDIT Here are the two methods that are called when the banner ads open and close:
- (BOOL) bannerViewActionShouldBegin:(ADBannerView *)banner willLeaveApplication:(BOOL)willLeave
{
if(playing)
{
NSLog(#"Ad Pause");
SKView *v = (SKView *)self.view;
NSLog(#"2");
SKScene *s = (SKScene *)v.scene;
NSLog(#"3");
WBPlayScene *p = (WBPlayScene *) s;
NSLog(#"4");
[p.logic pause:YES];
NSLog(#"Done");
}
return YES;
}
- (void) bannerViewActionDidFinish:(ADBannerView *)banner
{
if(playing)
{
NSLog(#"Ad Unpause");
[((WBPlayScene *)((SKView *)self.view).scene).logic pause:NO];
}
}
FIXED
The reason for all those NSLogs is because the game crashes when I try to pause it. The game crashes after "2" is reached, so at SKScene *s = (SKScene *)v.scene;. It gives the error [UIView scene]: unrecognized selector sent to instance and I don't understand why...
Solution: To fix this side issue I changed self.view to self.originalContentView and it got the SKView instead of the ad banner's view.
Thanks very much for your help!
SOLVED: I had to remove the call to enable ad display self.canDisplayBannerAds because it interfered with my self-created banner.

iAd displays a white line when content is unavailable?

My advertisement banner is replaced with a white banner when there is no content to display. Is there any reason for this based on the code provided? Also, is there anyway to properly supplement the banner with AdMob when iAd is unavailable?
//iAd Advertising
#pragma mark iAd Delegate Methods
- (void) bannerViewDidLoadAd:(ADBannerView *)banner {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1];
[banner setAlpha:1];
[UIView commitAnimations];
}
- (void) bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1];
[banner setAlpha:1];
[UIView commitAnimations];
advertisement.hidden = YES;
}
I had tried this as far as supplementing it with Google AdMob:
#pragma mark iAd Delegate Methods
- (void) bannerViewDidLoadAd:(ADBannerView *)banner {
advertisement.hidden = NO;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1];
[banner setAlpha:1];
[UIView commitAnimations];
bannerView_.hidden = YES;
} // if there is an internet connection, load the iAd with a 1 second fade in effect
- (void) bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error {
//MAKE SURE THIS IS RIGHT OR FIGURE OUT HOW TO MAKE IT RIGHT
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1];
[banner setAlpha:1];
[UIView commitAnimations];
advertisement.hidden = YES;
//2
bannerView_.hidden = NO;
bannerView_ = [[GADBannerView alloc]initWithFrame:CGRectMake(0, 20, 320, 50)];
bannerView_.adUnitID = #"//ca-app-pub-";
bannerView_.rootViewController = self;
[self.view addSubview:bannerView_];
[bannerView_ loadRequest:[GADRequest request]];
}
Was I wrong to make outlets of the bannerviews and have them hidden or shown? It doesn't work, it always only shows one of the advertisements, and as stated before, when iAd isn't there it only shows a white banner with nothing in it, which is intrusive and not cosmetic for the app's purpose.
Based on this, what have I done wrong? For both cases that is, why does the iAd show a white banner, and why does the AdMob not supplement itself.
In StoryBoard, set your banner to hidden.
In your viewController (the one define as delegate for the banner), put this code :
- (void)bannerViewDidLoadAd:(ADBannerView *)banner {
[banner setHidden:false];
}
- (void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error
{
NSLog(#"Error : %#",error.description);
[banner setHidden:true];
}
If you set the alpha to 0 in storyboards, this will allow your code you've already used to work. Had the same problem.
It looks like in didFailToReceiveAdWithError: you should be animating the banner alpha to zero but you're actually animating it to one.

Resources