My developer and I had previously tried to get interstitial adverts loading on iPhone and iPad, however only managed to get this working on iPad.
During our testing we discovered that interstitials weren't supported on iPhone, but since the release of iOS7 some people now say this is possible.
However I can't find any decent documentation on this. This Stack question has got me wondering again though iAd & Admob Interstitial Integration on iPhone
So, are full screen interstitials possible on iPhone using iAds?
I've also been waiting for interstitial ads for iPhone from iAd. I finally have it implemented into one of my apps and it is running and showing test ads just fine. The app is currently in review and I will update my answer once it is approved and I can test if any actual ads are being served. In the meantime, here is the code I used to implement iAd interstitials:
ViewController.h
#interface ViewController : UIViewController <ADInterstitialAdDelegate> {
ADInterstitialAd *interstitial;
BOOL requestingAd;
}
-(void)showFullScreenAd;
ViewController.m
-(void)viewDidLoad {
requestingAd = NO;
}
// Interstitial iAd
-(void)showFullScreenAd {
// Check if already requesting ad
if (requestingAd == NO) {
[ADInterstitialAd release];
interstitial = [[ADInterstitialAd alloc] init];
interstitial.delegate = self;
self.interstitialPresentationPolicy = ADInterstitialPresentationPolicyManual;
[self requestInterstitialAdPresentation];
NSLog(#"interstitialAdREQUEST");
requestingAd = YES;
}
}
-(void)interstitialAd:(ADInterstitialAd *)interstitialAd didFailWithError:(NSError *)error {
interstitial = nil;
[interstitialAd release];
[ADInterstitialAd release];
requestingAd = NO;
NSLog(#"interstitialAd didFailWithERROR");
NSLog(#"%#", error);
}
-(void)interstitialAdDidLoad:(ADInterstitialAd *)interstitialAd {
NSLog(#"interstitialAdDidLOAD");
if (interstitialAd != nil && interstitial != nil && requestingAd == YES) {
[interstitial presentFromViewController:self];
NSLog(#"interstitialAdDidPRESENT");
}
}
-(void)interstitialAdDidUnload:(ADInterstitialAd *)interstitialAd {
interstitial = nil;
[interstitialAd release];
[ADInterstitialAd release];
requestingAd = NO;
NSLog(#"interstitialAdDidUNLOAD");
}
-(void)interstitialAdActionDidFinish:(ADInterstitialAd *)interstitialAd {
interstitial = nil;
[interstitialAd release];
[ADInterstitialAd release];
requestingAd = NO;
NSLog(#"interstitialAdDidFINISH");
}
I just call -(void)showFullScreenAd after the user performs a certain action. For more information refer to UIViewController iAd Additions Reference
EDIT: 01/03/14
The app update was approved and has been live for 12 hours now. I still have not received any interstitial iAds as of this moment. It may be due to the lack of inventory for interstitial ads on iPhone or it may have something to do with the following message I've received in my iAd module on iTunes Connect. The message reads
When you submit your app, [app name], for approval, it will also be reviewed by iAd for use on the App Network to determine its appropriateness for receiving ads from iAd advertisers. Once your app is approved, you will be ready to start earning revenue for ads that run in your app.
I've never received this message before, I usually receive the "Your app is now eligible to receive ads" message as soon as the update is released in the App Store. It's either because of the new implementation of interstitial ads in my app or Apple has updated some of its iAd procedures.
Will update answer again if and when I do start receiving interstitial iAds. In the meantime you may test it yourself on my app +Quotes. The above code is invoked and an interstitial ad should show once a user shares via Facebook within the app.
EDIT: 01/07/14
Contacted iAd directly and received a response today
Hello Daniel,
Initial fill rates will reflect the recent launch of interstitials on iOS 7. Thank you for your patience as we ramp up ad serving.
If you haven't already, we recommend you integrate standard portrait and landscape iAd banners in your app to take advantage of all available types of advertising inventory.
Finally, for future reference, when you submit your app for approval, it will also be reviewed by iAd to determine its appropriateness for receiving ads from iAd advertisers. Therefore, it may take a few days for your new iAd enabled app to begin receiving ad impressions.
Best Regards,
iAd App Network Support
So, interstitial iAds for iPhone do work with iOS 7.0 and above but have a low fill rate currently.
My original answer is starting to age away so here's a newer Swift implementation:
This implementation uses a Manual ADInterstitialPresentationPolicy so we can present our interstitials at our own intervals. When manually presenting your interstitial it does not load with its own close button to dismiss itself. So, what I've done is created a UIView to present the interstitial in and used the interstitial's delegate methods to dismiss the UIView. The inconsistency with receiving an ad from the iAd network still arises when testing. Sometimes you receive an ad, sometimes it fails to load which allows us to request a new ad, and sometimes nothing happens at all. This just seems to be the nature of iAd's interstitials.
import UIKit
import iAd // Import iAd
class ViewController: UIViewController, ADInterstitialAdDelegate { // Include the delegate
var iAdInterstitial = ADInterstitialAd() // Our ad
var iAdInterstitialView = UIView() // View to present our ad in
var adLoaded = false // Bool to keep track if an ad is loaded or not
override func viewDidLoad() {
super.viewDidLoad()
setupAd()
}
func setupAd() {
// Set presentation to manual so we can choose when to present the interstitial
// Setting this will also fetch an interstitial ad for us
self.interstitialPresentationPolicy = ADInterstitialPresentationPolicy.Manual
iAdInterstitial.delegate = self // Set the delegate
// Make our view the same size as the view we will be presenting in
iAdInterstitialView.frame = self.view.bounds
}
func requestNewAd() {
// This will fetch an ad for us
ViewController.prepareInterstitialAds()
println("Requesting new ad")
}
#IBAction func presentAdButton(sender: AnyObject) {
if (adLoaded) {
// We have an ad that is loaded so lets present it
self.view.addSubview(iAdInterstitialView)
iAdInterstitial.presentInView(iAdInterstitialView)
}
else {
// No ad has been loaded
println("Ad not loaded")
}
}
func interstitialAdDidUnload(interstitialAd: ADInterstitialAd!) {
// Kinda works as expected
// Sometimes is called prematurely
// Sometimes takes minutes after ad is dismissed to be called
println("interstitialAdDidUnload")
// Get new ad
adLoaded = false
iAdInterstitialView.removeFromSuperview()
requestNewAd()
}
func interstitialAd(interstitialAd: ADInterstitialAd!, didFailWithError error: NSError!) {
// Failed to load ad so lets try again
println("didFailWithError: \(error)")
requestNewAd()
}
func interstitialAdWillLoad(interstitialAd: ADInterstitialAd!) {
// There is an ad and it has begun to download
println("interstitialAdWillLoad")
}
func interstitialAdDidLoad(interstitialAd: ADInterstitialAd!) {
// We got an ad
println("interstitialAdDidLoad")
adLoaded = true
}
func interstitialAdActionShouldBegin(interstitialAd: ADInterstitialAd!, willLeaveApplication willLeave: Bool) -> Bool {
println("interstitialAdActionShouldBegin")
return true;
}
func interstitialAdActionDidFinish(interstitialAd: ADInterstitialAd!) {
// Done with this ad. Lets get a new one
println("interstitialAdActionDidFinish")
iAdInterstitialView.removeFromSuperview()
adLoaded = false
requestNewAd()
}
Related
I have implemented code as per the google SDK documentation line by line in my app, but still when I click on google sign in button app shifts to new view controller with webview with blank screen. Have tried multiple solution found here : GIDSignIn white screen on iOS 91. But no lucks with resolving the problem , have attached the screen shot for getting closer look about the screen.
Following are the pods that I'm using,
Running XCode 9.1, iOS 10.0 and later. Kindly request someone to help.
Update: View Hierarchy
Update: viewDidLoad's code:
GIDSignIn.sharedInstance().uiDelegate = self
if self.isChangePassword {
self.addSignInView()
}
else {
self.addSignUpView()
}
fileprivate func addSignInView() {
guard let signInEmailView: SignInEmailView = Bundle.main.loadNibNamed(NibNames.SignInEmailView.rawValue, owner: self, options: nil)?[0] as? SignInEmailView
else {
return
}
signInEmailView.delegate = self
gaManager.trackScreen(screenName: ScreenNames.SignIn.rawValue)
self.animateView(signInEmailView)
}
fileprivate func addSignInView() {
guard let signInEmailView: SignInEmailView = Bundle.main.loadNibNamed(NibNames.SignInEmailView.rawValue, owner: self, options: nil)?[0] as? SignInEmailView
else {
return
}
signInEmailView.delegate = self
gaManager.trackScreen(screenName: ScreenNames.SignIn.rawValue)
self.animateView(signInEmailView)
}
I have the same problem. I use the UIAlertView to confirm user really want to do authorization. It will show the blank screen. If I remove the UIAlertView and show the authorization view directly. It works fine.
The problem also show in the Dropbox authorization screen.
If you not use UIAlertView , please try to pass the top most controller
https://github.com/dropbox/dropbox-sdk-obj-c/issues/182
Hope this can do some help.
Finally after so many days found the problem. I was showing splash view from my appDelegate using refrence of UIWindow which was adding and removing an imgview as subview to the window. So it was somehow messing with the UINavigation's stack and my view controller was not getting any reference to the UINavigationController. After removing that code it's working just fine. Also came to the solution that, if I want to show splash screen, as I can't use UIWindow's reference, I have to add new VC and write my all navigation code there. #TedYu Thank you very much for the help. :)
I need help with displaying a default mapView to first-time users with no network connectivity. Then as soon as the network is available, load the mapView using the styleURL.
The latter part is taken care of, however, I'm still struggling with displaying the mapView for the first-time users using the local styles I downloaded from Mapbox:
let localURL = Bundle.main.url(forResource: "style", withExtension: "json")
if Reachability.isConnectedToNetwork() == true {
mapView = MGLMapView(frame: view.bounds, styleURL: styleURL)
...
} else {
mapView = MGLMapView(frame: view.bounds, styleURL: localURL)
...
}
Am I missing something?
Say you construct an image that is fullscreen on different devices. You then use UIActivityViewController to post to - for example - Instagram in the normal way.
The user clicks your share button, it brings up the usual iOS-sharing-thingy,
and you can post to Instagram (assuming the user's an Instagram user of course). No worries.
But typically the image is cropped on Instagram - you lose a little of the top and bottom.
Is there actually any solution for this?
Note that indeed - say you open the normal Photos app on the iPhone, and "share" and post on Instagram ... you lose a little of the top and bottom!
When the user does click the Instagram icon on this ...
in fact is there a way for me then to go back, be aware of the user's choice, and make the image the appropriate size?
Is there perhaps a way to pass a selection of images (various sizes) to the UIActivityViewController?
What's the deal on this, it seems like a basic failing?
Note - I'm fully aware that BEFORE going to the iOS-share-thingy, I could ask the user myself "What size image would you like me to make?"
Note - I'm aware that it's in some cases possible to post "directly" to say Instagram inside the app, without using Apple's share system; that's lame though.
To save anyone typing, here's some clean code to bring up the iOS-share system...
#IBAction func userClickedOurShareButton()
{
let s:[AnyObject] = [buildImage()]
let ac = CleanerActivity(activityItems:s, applicationActivities:nil)
ac.popoverPresentationController?.sourceView = view
// needed so that iPads won't crash. sarcasm: thanks Apple
ac.excludedActivityTypes = [UIActivityType.assignToContact,
UIActivityType.saveToCameraRoll,
UIActivityType.addToReadingList,
UIActivityType.copyToPasteboard ]
// consider UIActivityTypeMessage also
if #available(iOS 9.0, *) {
ac.excludedActivityTypes?.append(UIActivityType.openInIBooks)
} else {
// Fallback on earlier versions
}
self.present(ac, animated:false, completion:nil)
}
class CleanerActivity: UIActivityViewController {
func _shouldExcludeActivityType(_ activity: UIActivity) -> Bool {
let activityTypesToExclude = [
"com.apple.reminders.RemindersEditorExtension",
"com.apple.mobilenotes.SharingExtension",
"com.google.Drive.ShareExtension",
"com.apple.mobileslideshow.StreamShareService"
]
if let actType = activity.activityType {
if activityTypesToExclude.contains(actType.rawValue) {
return true
}
else if super.excludedActivityTypes != nil {
return super.excludedActivityTypes!.contains(actType)
}
}
return false
}
Disclaimer: this solution involves hard-coding Instagram's extension identifier into your app, which may or may not make it through app review, and may break in the future. Try at your own risk!
Apple provides a mechanism for this called UIActivityItemProvider. Instead of passing an image to your UIActivityViewController, you can pass subclass of UIActivityItemProvider that overrides itemForActivityType to return an appropriate image based on the activity type chosen by the user.
Apple provides constants for many common activity types, but Instagram isn't yet included. You can identify Instagram by checking if the activity type's raw value is com.burbn.instagram.shareextension. This would break if Instagram changed the ID of their extension.
Here's an UIActivityItemProvider that provides different images to Instagram:
class DynamicImageProvider: UIActivityItemProvider {
let instagramImage: UIImage
let defaultImage: UIImage
init(instagramImage: UIImage, defaultImage: UIImage) {
self.instagramImage = instagramImage
self.defaultImage = defaultImage
super.init(placeholderItem: defaultImage)
}
override func activityViewController(_ activityViewController: UIActivityViewController,
itemForActivityType activityType: UIActivityType) -> Any? {
if activityType.rawValue == "com.burbn.instagram.shareextension" {
return instagramImage
}
else {
return defaultImage
}
}
}
Then change the first two lines of your IBAction:
let imageProvider = DynamicImageProvider(instagramImage:buildInstagramImage(), defaultImage:buildImage())
let ac = CleanerActivity(activityItems:[imageProvider], applicationActivities:nil)
I've made a game in using cocos2d and have integrated an admob banner in the appdelegate so that it is displayed on all view controllers. Ive implemented a remove ads feature which happens in the "game over" screen. Here is my problem. The remove ads function works but does not take affect immediately. I have to kill the app and restart it for the banner to go away. Is there a way to just reload the appdelegate and the ads are removed instantly instead of having to reload the app? PLEASE HELP This is driving me crazy.
EDITED: HERE IS MY CURRENT CODE. THE BANNER LOADS WHEN THE APP LOADS I AM TRYING TO MAKE THE BANNER GO AWAY WHEN THE USER PURCHASES TO REMOVE IT WITHOUT HAVING TO RESTART THE APP(CLOSE THE APP RESTART)
AppDelegate.h
#import "GADBannerViewDelegate.h"
// Added only for iOS 6 support
#interface MyNavigationController : UINavigationController <CCDirectorDelegate>
#end
#class RootViewController;
#class GADBannerView, GADRequest;
#interface AppController : NSObject <UIApplicationDelegate,ADBannerViewDelegate,UIActionSheetDelegate, GKLeaderboardViewControllerDelegate, GameCenterManagerDelegate,ChartboostDelegate,GADBannerViewDelegate>
{
UIWindow *window_;
MyNavigationController *navController_;
CCDirectorIOS *director_;
UIViewController *tempVC; // weak ref
RootViewController *viewController_;
//Admob
GADBannerView *bannerView_;
BOOL isAdPositionAtTop_;
}
AppDelegate.m i use calladmob to start ads if removeads is "no"
-(void)callAdMob{
//Admob ads
CGPoint origin = CGPointMake(0.0,self.window.frame.size.height -CGSizeFromGADAdSize(kGADAdSizeSmartBannerPortrait).height);
bannerView_ = [[GADBannerView alloc] initWithAdSize:kGADAdSizeSmartBannerPortrait origin:origin];
bannerView_.adUnitID = #"idhere";
bannerView_.delegate = self;
[bannerView_ setRootViewController:tempVC];
CGRect adBannerViewFrame = [bannerView_ frame];
int lSizeValue=0;
if([[CCDirector sharedDirector] winSize].width==320)
lSizeValue=50;
else if([[CCDirector sharedDirector] winSize].width==768)
lSizeValue=66;
adBannerViewFrame.origin.x = 0;
adBannerViewFrame.origin.y = [[CCDirector sharedDirector] winSize].height-lSizeValue;
[bannerView_ setFrame:adBannerViewFrame];
[[self navController].view addSubview:bannerView_];
[bannerView_ loadRequest:[self createRequest]];}
Why not send a notification from your "remove ads" function?
And then anywhere you have an AdMob banner, you can add an observer that watches for that notification and the method that gets called would do something like:
[bannerView removeFromSuperview] or bannerView.hidden = YES
provided you have your AdMob banner connected to an IBOutlet.
I am trying to integrate AdMob into my cocos2d Game and I having some problems. Basically the ad shows up but when I click on it, the banner disappears and the full view doesn't show up. I am using a slight modified version of the code found on google admob page. Here is my code:
-(void) addAdMobBanner{
NSLog(#"adding Admob");
controller = [[RootViewController alloc]init];
CGSize size = [[CCDirector sharedDirector] winSize];
controller.view.frame = CGRectMake(0,0,size.width,size.height);
// Create a view of the standard size at the bottom of the screen.
bannerView = [[GADBannerView alloc]
initWithFrame:CGRectMake(size.width/2+50,
size.height-GAD_SIZE_468x60.height,
GAD_SIZE_468x60.width,
GAD_SIZE_468x60.height)];
// Specify the ad's "unit identifier." This is your AdMob Publisher ID.
bannerView.adUnitID = #"xxxxxxxxxxxx";
// 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 = controller;
[controller.view addSubview:bannerView];
[[[CCDirector sharedDirector] openGLView]addSubview : controller.view];
[bannerView loadRequest:[GADRequest request]];
}
Thanks guys
It doesn't work on a simulator but it works on the device, but if you are using in the landscape mode you have to transform it yourselves.