ADBannerView Issues - swift

I have this code on all my viewcontroller pages to control my AdBanner across multiple pages. It works correctly on the last version on my app but for some reason in this update I'm working on I don't think my app is calling either the bannerViewDidLoadAd or didFailToReceiveAdWithError functions. Also I am getting this error when I change pages a lot. `
"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."
` Is there something I am missing? Thanks
// Ad controller
var UIiAd: ADBannerView = ADBannerView()
var screenHeight = UIScreen.mainScreen().bounds.height
var adBannerHeight: CGFloat = 50
#IBOutlet var constOne: NSLayoutConstraint!
func appdelegate() -> AppDelegate {
return UIApplication.sharedApplication().delegate as! AppDelegate
}
override func viewWillDisappear(animated: Bool) {
UIiAd.delegate = nil
UIiAd.removeFromSuperview()
}
func bannerViewDidLoadAd(banner: ADBannerView!) {
UIView.beginAnimations(nil, context: nil)
UIView.setAnimationDuration(1)
UIiAd.alpha = 1
adBannerHeight = 50
UIView.commitAnimations()
constOne.constant = 58
print("ad loaded")
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
UIView.beginAnimations(nil, context: nil)
UIView.setAnimationDuration(1)
UIiAd.alpha = 0
adBannerHeight = 0
UIView.commitAnimations()
constOne.constant = 8
print("error")
}
override func viewWillAppear(animated: Bool) {
UIiAd.delegate = self
UIiAd = self.appdelegate().UIiAd
UIiAd.frame = CGRectMake(0, screenHeight - adBannerHeight , 0, 0)
self.view.addSubview(UIiAd)
}
// End of Ad Controller

Try to change this code:
override func viewWillDisappear(animated: Bool) {
UIiAd.delegate = nil
UIiAd.removeFromSuperview()
}
To:
override func viewWillDisappear(animated: Bool) {
UIiAd.removeFromSuperview()
UIiAd.delegate = nil
}

Related

update UIViewController in Real Time from Popover Viewcontroller in Swift 4

right now i'm experimenting with SceneKit DebugOptions.
i'm trying to update/ show Scenekits Debug Options in real time, using switch controllers from a Popover ViewController.
i've tried many things, like UserDefaults, Delegation and Protocols, but stil i wasn't able to see the result in real time, every time i have to kill the app en relaunch it to see the results.
so, i would be greatfull if someone would have an answer to my question :D
extension i added to my MainVC
extension ViewController: UIPopoverPresentationControllerDelegate, DebugOptions {
func wireFrameEnabled(enabled: Bool) {
if enabled == true {
print(enabled)
}
}
func showCameraEnabled(enabled: Bool) {
}
func showAllDebugOptions(enabled: Bool) {
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
guard let popoverController = segue.destination.popoverPresentationController, let button = sender as? UIButton else { return }
popoverController.delegate = self
popoverController.sourceRect = button.bounds
let debugMenuVC = popoverController.presentedViewController as! DebugMenuVC
debugMenuVC.delegate? = self
}
func adaptivePresentationStyle(for controller: UIPresentationController) -> UIModalPresentationStyle {
return .none
}
}
Protocol
protocol DebugOptions {
func wireFrameEnabled(enabled: Bool)
func showCameraEnabled(enabled: Bool)
func showAllDebugOptions(enabled: Bool)
}
DebugMenuVC
class DebugMenuVC: UIViewController {
#IBOutlet weak var bgView: UIView!
#IBOutlet weak var showWireFrameSwitch: UISwitch!
#IBOutlet weak var showCameraSwitch: UISwitch!
#IBOutlet weak var showAllSwitch: UISwitch!
var delegate: DebugOptions?
override func viewWillLayoutSubviews() {
preferredContentSize = CGSize(width: 150, height: 300)
}
override func viewDidLoad() {
super.viewDidLoad()
buttonCheck()
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
}
#IBAction func aSwitchBtnWasPressed( _ sender: UISwitch ) {
if (sender.tag == 0) && (sender.isOn == true) {
userDefaults.set(true, forKey: SHOW_WIRE_FRAME)
delegate?.wireFrameEnabled(enabled: true)
} else if (sender.tag == 0) && (sender.isOn == false) {
userDefaults.set(false, forKey: SHOW_WIRE_FRAME)
delegate?.wireFrameEnabled(enabled: false)
}
}
func buttonCheck() {
if userDefaults.bool(forKey: SHOW_WIRE_FRAME) == true{
showWireFrameSwitch.isOn = true
} else {
showWireFrameSwitch.isOn = false
}
}
}
in debubMenuVC.delegate shouldn't be an optional. thats the reason the delegation method always failed :D
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
guard let popoverController = segue.destination.popoverPresentationController, let button = sender as? UIButton else { return }
popoverController.delegate = self
popoverController.sourceRect = button.bounds
let debugMenuVC = popoverController.presentedViewController as! DebugMenuVC
debugMenuVC.delegate? = self
}

My textFields doesn't disappear when is invoked viewWillAppear method in swift

import UIKit
import Alamofire
import SystemConfiguration
class ViewController: UIViewController, UITextFieldDelegate {
#IBOutlet weak var simpleLabel: UILabel!
#IBOutlet weak var uiNameSearch: UITextField!
#IBOutlet weak var uiGivenName: UITextField!
var patient1 = Patient!()
override func viewDidLoad() {
super.viewDidLoad()
uiNameSearch.delegate = self
uiGivenName.delegate = self
print("ViewController viewDidLoad")
// Do any additional setup after loading the view, typically from a nib.
}
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
self.simpleLabel.center.x -= self.view.bounds.width
self.uiGivenName.center.x -= self.view.bounds.width
print("Call viewWillAppear")
}
override func viewDidAppear(animated: Bool){
super.viewDidAppear(animated)
UIView.animateWithDuration(0.9 , animations: {
// self.simpleLabel.center.x += self.view.bounds.width
self.uiGivenName.center.x += self.view.bounds.width
})
UIView.animateWithDuration(0.7 , delay: 0.7, options: [], animations: {
self.uiNameSearch.center.x += self.view.bounds.width
}, completion: nil )
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func searchForName(sender: UIButton) {
let header = ["Accept" : "application/json"]
let name = uiNameSearch.text!
let given = uiGivenName.text!
if name.characters.count == 0 {
self.view.makeToast( message: "Please insert the family name of the patient!")
} else if given.characters.count == 0 {
self.view.makeToast(message: "Please insert the patient given name!")
} else if checkInternetConnection() == false {
self.view.makeToast(message: "Please connect to the internet!")
} else {
Alamofire.request(.GET, "https://open-ic.epic.com/FHIR/api/FHIR/DSTU2/Patient?family=\(name)&given=\(given)", headers: header).responseJSON { response in
self.patient1 = Patient(response: response.result.value!)
self.performSegueWithIdentifier("showSegue", sender: sender)
}
}
}
func checkInternetConnection() -> Bool {
var zeroAddress = sockaddr_in()
zeroAddress.sin_len = UInt8(sizeofValue(zeroAddress))
zeroAddress.sin_family = sa_family_t(AF_INET)
let defaultRouteReachability = withUnsafePointer(&zeroAddress) {
SCNetworkReachabilityCreateWithAddress(nil, UnsafePointer($0))
}
var flags = SCNetworkReachabilityFlags()
if !SCNetworkReachabilityGetFlags(defaultRouteReachability!, &flags) {
return false
}
let isReachable = (flags.rawValue & UInt32(kSCNetworkFlagsReachable)) != 0
let needsConnection = (flags.rawValue & UInt32(kSCNetworkFlagsConnectionRequired)) != 0
return (isReachable && !needsConnection)
}
func textFieldShouldReturn(textField: UITextField) -> Bool {
switch textField {
case uiNameSearch:
uiNameSearch.resignFirstResponder()
uiGivenName.becomeFirstResponder()
case uiGivenName:
uiGivenName.resignFirstResponder()
default:
print("")
}
return true
}
override func prepareForSegue(segue: UIStoryboardSegue, sender:AnyObject?){
if segue.identifier == "showSegue" {
if let displayViewController = segue.destinationViewController as? DisplayViewController {
displayViewController.patient1 = patient1
}
}
}
}
I want to make uiGivenName and simpleLabel to disappear until the view is created and after when the viewDidAppear is invoked to appear from the left side.
Your view doesn't disappear because you are changing position of views in viewWillAppear and when viewWillAppear gets called, view is about to be added to view hierarchy(i.e view is still not added to view hierarchy.), so its not reflecting in your UI.
So you can do your stuff in viewDidLayoutSubviews because this is the best place if you want to modify your UI just before it actually appears in the screen.
Edit -
Replace this -
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
self.simpleLabel.center.x -= self.view.bounds.width
self.uiGivenName.center.x -= self.view.bounds.width
print("Call viewWillAppear")
}
with
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
self.simpleLabel.center.x -= self.view.bounds.width
self.uiGivenName.center.x -= self.view.bounds.width
}

iAd banner is fetched but not visible

I'm trying to make iAd banner. Console says that banner is loaded and fetched successfully, but I can't see it in the simulator. What am I doing wrong here?
class GameViewController: UIViewController, ADBannerViewDelegate {
var banner : ADBannerView = ADBannerView()
in viewDidLoad:
{
banner.delegate = self
banner.alpha = 0.0
NSNotificationCenter.defaultCenter().addObserver(self, selector: "bannerViewDidLoadAd", name: "banner", object: nil)
}
func bannerViewWillLoadAd(banner: ADBannerView!) {
println("banner tries to load")
}
func bannerViewDidLoadAd(banner: ADBannerView!) {
println("banner successfully fetched")
UIView.animateWithDuration(0.5, animations: {banner.alpha = 1.0})
UIView.commitAnimations()
}
func bannerViewActionShouldBegin(banner: ADBannerView!, willLeaveApplication willLeave: Bool) -> Bool {
return true
}
func bannerViewActionDidFinish(banner: ADBannerView!) {
println("banner is closed")
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
println("banner failed too! Man...")
println(error.localizedDescription)
UIView.animateWithDuration(0.5, animations: {banner.alpha = 1.0})
}
in GameScene:
func iBanner() {
NSNotificationCenter.defaultCenter().postNotificationName("banner", object: nil)
}
override func didMoveToView(view: SKView) {
iBanner()
}

How to display iAd after the game scene has loaded?

I am confused as to why this doesn't work. I got an error: Thread1:SIGABRT. And yes, I did look at the post about Thread1: SIGABRT but it did not solve my issue.
If someone could please help it would be great. It can be loaded without the iAd banner. But when the iAd code is written in the program, it freezes.
import UIKit
import SpriteKit
import iAd
class GameViewController: UIViewController, ADBannerViewDelegate {
#IBOutlet var Banner: ADBannerView!
var scene: GameScene!
override func viewDidLoad() {
super.viewDidLoad()
Banner.hidden = true
Banner.delegate = self
self.canDisplayBannerAds = true
// Configure the view
let skView = view as! SKView
skView.multipleTouchEnabled = false
// Create and configure the scene
scene = GameScene(size: skView.bounds.size)
scene.scaleMode = .AspectFill
// Present the scenee
skView.presentScene(scene)
}
override func shouldAutorotate() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> Int {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return Int(UIInterfaceOrientationMask.AllButUpsideDown.rawValue)
} else {
return Int(UIInterfaceOrientationMask.All.rawValue)
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override func prefersStatusBarHidden() -> Bool {
return true
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
NSLog("Error!")
}
func bannerViewWillLoadAd(banner: ADBannerView!) {
}
func bannerViewActionShouldBegin(banner: ADBannerView!, willLeaveApplication willLeave:Bool) ->Bool {
return true
}
func bannerViewDidLoadAd(banner: ADBannerView!){
Banner.hidden = false
}
}
Here is some working code for you that just worked for me. This does not even need self.candisplaybannerads = true as I had some issues with that. The ad automatically changes the size according to the screen size and is located at the bottom of the screen.
import iAd
class viewController: UIViewController, ADBannerViewDelegate {
var AdBanner = ADBannerView()
override func viewDidLoad() {
super.viewDidLoad()
/* Ad Banner Settings */
AdBanner = ADBannerView()
AdBanner.frame = CGRectZero
AdBanner.delegate = self
self.AdBanner.frame = CGRectMake(0, self.view.frame.size.height-self.AdBanner.frame.size.height, self.AdBanner.frame.size.width, self.AdBanner.frame.size.height)
AdBanner.backgroundColor = UIColor.clearColor()
self.view .addSubview(AdBanner)
}
/* All iAd Functions */
func bannerViewActionShouldBegin(banner: ADBannerView!, willLeaveApplication willLeave: Bool) -> Bool {
/* whatever you need */
return true
}
func bannerViewActionDidFinish(banner: ADBannerView!) {
/* whatever you need */
}
func bannerViewDidLoadAd(banner: ADBannerView!) {
AdBanner.hidden = false
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
NSLog("Error Loading Ad")
/* whatever you need */
AdBanner.hidden = true
}
func bannerViewWillLoadAd(banner: ADBannerView!) {
/* whatever you need */
}

Implement iAd in Spritekit Game With Swift

I can't seem to be able to load iAd banners in a Swift app within a SpriteKit game... Been googleing it for a while and nothing.... It simply won't make the network call to load the ad... I have implemented all of the necessary calls and set the delegate with no luck...
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
println("Failed to load ad")
}
func bannerViewDidLoadAd(banner: ADBannerView!) {
println("Loaded Ad")
//now show the ad
//set position off-screen
banner.frame.origin.y = screenHeight
banner.hidden = false
}
func createAds() {
//create ad to allow it to load
let adBanner = ADBannerView(frame: CGRectMake(0, 0, screenWidth, 50))
adBanner.delegate = self
adBanner.center = CGPointMake(screenWidth/2, 25)
adBanner.hidden = true
//add to screen
self.view?.addSubview(adBanner)
println("Created Ad")
}
func hideAds() {
}
func bannerViewActionShouldBegin(banner: ADBannerView!, willLeaveApplication willLeave: Bool) -> Bool {
return true
}
then I simply call the createAds() method when the game starts which then shows a white rectangle at the top of the screen ("0,0", "quote, quote, is it zero zero a the top"?)
You need to do it like this (in GameViewController.swift):
override func viewDidLoad() {
super.viewDidLoad()
self.canDisplayBannerAds = true
}
func bannerViewActionShouldBegin(banner: ADBannerView!, willLeaveApplication willLeave: Bool) -> Bool {
return true
}
func bannerViewDidLoadAd(banner: ADBannerView!) {
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
NSLog("error!")
}
func bannerViewWillLoadAd(banner: ADBannerView!) {
}
You also need to import iAd
and add ADBannerViewDelegate to the GameViewController class