Advertisements in blackberry app - blackberry

In my blackberry application,i am displaying advertisements in screen.But only 2 ads were displaying in a screen at a time.Is there any other option to display more ads?
Please help.
I am working on both OS6 and OS7.
Thanks in advance.

Yes there is, create a seperate Object for your Banners.
The Advertising Service API can support up to two active Banner
objects on a screen at one time (only one for BlackBerry 6).
If your application displays more than one ad (even if on different
screens), you should create a separate Banner object for each ad
placement.
Reusing a Banner object in multiple locations, might cause ads to
display incorrectly.
You shouldn't attempt to remove a Banner object from a screen without
removing the containing field manager as well, as this can lead to
issues with other Banner objects.
Using a FlowFieldManager object to display Banner objects might cause
ads to display incorrectly.
(Taken from the official Blackberry Page)
Link: BB APP ADVERTISEMENT

Related

How to stop showing AdMob banner ad correctly?

I am building an app which will display AdMob banner ad, and when user successfully purchased an IAP item, the banner ad will never show up again, and the screen area originally occupied by the banner ad will be used by the app real functions.
The question is how to dismiss the bannerView or does not init it on the next launch up? And how to insure AdMob Sdk will never refresh the ad content in the background?
I think we cannot just hide the bannerView with just a statement:
bannerView.isHidden = true
And, as we know, AdMob SDK use IDFA. But Apple will deny an app which use IDFA but not showing Ads.
Google has guides on how to show up ads, but I cannot find information about how to stop showing ads from Google.
How to get this problem out?
The question is how to dismiss the bannerView or does not init it on
the next launch up? And how to insure AdMob Sdk will never refresh the
ad content in the background?
There are multiple ways to do this. One way I can think of is to add multiple targets in your Xcode project.
And the easier way, the more practical way - at least for me, is to prevent the requests for ads through GADRequest().
You can even do this even in AppDelegate, when setting Ids to your SDK.
That's it. You may also set nil to the delegate property of your bannerView.
And like what you've mentioned, just hide the bannerView's container, and everything should be perfect. I've worked on lots of applications with Admob, and I believe there should be no problem doing this approach.

How to launch multiple instances of a scene on iPhone with iOS 13?

The apple developer docs mentions that multiple instances of a scene are available on iOS 13 (ie both iPhone and iPad)
From their developer docs:
In iOS 13 and later, the user can create and manage multiple instances of your app's user interface simultaneously, and switch between them using the app switcher. On iPad, the user can also display multiple instances of your app side by side. Each instance of your UI displays different content, or displays the same content in a different way. For example, the user can display one instance of the Calendar app showing a specific day, and another showing an entire month.
I have tried it on iPadOS and I am able to create multiple scene instances using the gesture and UI actions mentioned in their WWDC videos but I have not found any reference around how to achieve that on iPhone, it would be really helpful to know how to achieve this or whether it is possible or not.
The documentation you quote is misleading due to the use of the term "iOS".
The ability to create multiple scenes for an app in iOS 13 is actually limited to iPads and iPadOS. You can't create more than the one app scene on an iPhone in iOS.
Use UIApplication.sharedApplication.supportsMultipleScenes (Objective-C) / UIApplication.shared.supportsMultipleScenes (Swift) to check if the current device supports multiple scenes. You will find that this return NO/false on iPhones and YES/true on iPads.
That check is useful to enable/disable the ability to use drag and drop that creates an NSUserActivity or UI components that lead to uses of UIApplication requestSceneSessionActivation.

Mirroring selected data from one iPad to another in iOS

We have an iOS Point of Sale application where we want to show information on a customer facing iPad what is being inputted in the main iPad.
So basically we are looking to push information from one iPad to another iPad. I have seen some information about Bonjour network. Just looking for direction how to use it?
One of the things, I was thinking if we should send a push notification to 2nd iPad every time product is entered and call an web service to show the data.. It seems too much.
Thanks,
Raj

Choosing the iAd banner

I am new to iAd. I used iAd for the first time in one of my apps .. and I didn't like the type of ads that was shown in my app. Is there anyway to choose which ads or banners can appear in my app?
or at least which category of ads?
If you're referring to add content (e.g. kid apps or car ads), you don't have a choice in which type of ads are displayed to the user. There does seem to be some tailoring of ads from Apple based on user data from app download analytics but that's entirely opaque to developers adopting iAd.
The APIs which are provided with iAd lets you show either banners either interstitial ads (which is an ad displayed on all the screen).

Where can I find iOS dual display for Apple TV documentation?

Would anyone know the whereabouts of the documentation on how to implement AirPlay dual-screen functionality into an app?
e.g. http://www.apple.com/uk/appletv/airplay/
This link has very brief, but from what I can see totally sufficient information if you scroll down to "Make the Most of a Second Display".
In short, you register for notifications on a connect to an external display to get a handle to it, and switch between drawing on the two displays by using setScreen(). Besides that, everything drawing related should be "the usual".
Overview
The user can connect additional screens to an iOS device at any time using AirPlay or a physical cable. Each additional screen represents new space on which to display your app’s content, and is managed by a UIScreen object. For example, a game might show its content on a connected display and show game controls on the iPhone screen, as illustrated in Figure 1. Displaying Content on a Connected Screen

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