I am adding multiple AVPlayer objects in a scrollview. For the first time this is working fine but as i go back to my previous view and come back again i am not able to see AVPlayer objects in scrollView.
I need as matrix of multiple AVPlayer to show thumbnails of my videos.
Please help me asap
Thanks in advance.
I had a similar problem and after a lot of searching discovered that the AVPLayerItem object causes this issue.
Basically when the AVPlayer items go offscreen you need to make sure everything is released properly, and then recreate everything when they come back on screen.
As part of the release process, include the line:
[AVPlayer replaceCurrentItemWithPlayerItem:nil];
That sorted a very similar issue for me.
[AVPlayer replaceCurrentItemWithPlayerItem:nil];
also solves my problem of cannot releasing current player item immediately. (can't manually do that because it's retained by the class..)
Here's how you get 10 AVPlayers to play simultaneously, inside the same scrollView, each and every time you scroll it:
//
// ViewController.m
// VideoWall
//
// Created by James Alan Bush on 6/13/16.
// Copyright © 2016 James Alan Bush. All rights reserved.
//
#import "ViewController.h"
#import "AppDelegate.h"
static NSString *kCellIdentifier = #"Cell Identifier";
#interface ViewController () {
dispatch_queue_t dispatchQueueLocal;
}
#end
#implementation ViewController
- (id)initWithCollectionViewLayout:(UICollectionViewFlowLayout *)layout
{
if (self = [super initWithCollectionViewLayout:layout])
{
[self.collectionView registerClass:[UICollectionViewCell class] forCellWithReuseIdentifier:kCellIdentifier];
dispatchQueueLocal = dispatch_queue_create( "local session queue", DISPATCH_QUEUE_CONCURRENT );
}
return self;
}
- (void)viewDidLoad {
[super viewDidLoad];
[self.collectionView setDataSource:self];
[self.collectionView setContentSize:CGSizeMake(AppDelegate.sharedAppDelegate.width, AppDelegate.sharedAppDelegate.height)];
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
}
- (void)dealloc {
[super dealloc];
}
#pragma mark <UICollectionViewDataSource>
- (NSInteger)numberOfSectionsInCollectionView:(UICollectionView *)collectionView {
return 1;
}
#pragma mark - UICollectionViewDataSource
- (NSInteger)collectionView:(UICollectionView *)collectionView numberOfItemsInSection:(NSInteger)section {
return AppDelegate.sharedAppDelegate.assetsFetchResults.count;
}
- (UICollectionViewCell *)collectionView:(UICollectionView *)collectionView cellForItemAtIndexPath:(NSIndexPath *)indexPath {
UICollectionViewCell *cell = (UICollectionViewCell *)[collectionView dequeueReusableCellWithReuseIdentifier:kCellIdentifier forIndexPath:indexPath];
[CATransaction begin];
[CATransaction setCompletionBlock:^{
cell.contentView.layer.sublayers = nil;
dispatch_release(dispatchQueueLocal);
}];
dispatch_retain(dispatchQueueLocal);
dispatch_async( dispatchQueueLocal, ^{
[self drawPlayerLayerForCell:cell atIndexPath:indexPath];
});
[CATransaction commit];
return cell;
}
- (void)drawPlayerLayerForCell:(UICollectionViewCell *)cell atIndexPath:(NSIndexPath *)indexPath {
void (^drawPlayerLayer)(UICollectionViewCell*, NSIndexPath*) = ^(UICollectionViewCell* cell, NSIndexPath* indexPath) {
[AppDelegate.sharedAppDelegate.imageManager requestPlayerItemForVideo:AppDelegate.sharedAppDelegate.assetsFetchResults[indexPath.item] options:nil resultHandler:^(AVPlayerItem * _Nullable playerItem, NSDictionary * _Nullable info) {
dispatch_async(dispatch_get_main_queue(), ^{
if(![[info objectForKey:PHImageResultIsInCloudKey] boolValue]) {
AVPlayerLayer *playerLayer = [AVPlayerLayer playerLayerWithPlayer:[AVPlayer playerWithPlayerItem:playerItem]];
[playerLayer setVideoGravity:AVLayerVideoGravityResizeAspectFill];
[playerLayer setBorderColor:[UIColor whiteColor].CGColor];
[playerLayer setBorderWidth:1.0f];
[playerLayer setFrame:cell.contentView.bounds];
[cell.contentView.layer addSublayer:playerLayer];
[(AVPlayer *)playerLayer.player play];
} else {
[AppDelegate.sharedAppDelegate.imageManager requestImageForAsset:AppDelegate.sharedAppDelegate.assetsFetchResults[indexPath.item]
targetSize:CGSizeMake(AppDelegate.sharedAppDelegate.flowLayout.itemSize.width, AppDelegate.sharedAppDelegate.flowLayout.itemSize.height)
contentMode:PHImageContentModeAspectFill
options:nil
resultHandler:^(UIImage *result, NSDictionary *info) {
dispatch_async(dispatch_get_main_queue(), ^{
cell.contentView.layer.contents = (__bridge id)result.CGImage;
});
}];
}
});
}];
};
drawPlayerLayer(cell, indexPath);
}
#end
Here's the AppDelegate implementation file:
//
// AppDelegate.m
// VideoWall
//
// Created by James Alan Bush on 6/13/16.
// Copyright © 2016 James Alan Bush. All rights reserved.
//
#import "AppDelegate.h"
#import "ViewController.h"
#implementation AppDelegate
+ (AppDelegate *)sharedAppDelegate
{
return (AppDelegate *)[[UIApplication sharedApplication] delegate];
}
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Override point for customization after application launch
self.width = [[UIScreen mainScreen] bounds].size.width / 2.0;
self.height = [[UIScreen mainScreen] bounds].size.height / 4.0;
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
self.window.rootViewController = [self viewController];
self.window.rootViewController.view = self.viewController.view;
[self.window makeKeyAndVisible];
return YES;
}
- (ViewController *)viewController {
ViewController *c = self->_viewController;
if (!c) {
c = [[ViewController alloc] initWithCollectionViewLayout:[self flowLayout]];
[c.view setFrame:[[UIScreen mainScreen] bounds]];
self->_viewController = c;
}
return c;
}
- (UICollectionViewFlowLayout *)flowLayout {
UICollectionViewFlowLayout *v = self->_flowLayout;
if (!v) {
v = [UICollectionViewFlowLayout new];
[v setItemSize:CGSizeMake(AppDelegate.sharedAppDelegate.width, AppDelegate.sharedAppDelegate.height)];
[v setSectionInset:UIEdgeInsetsMake(0.0, 0.0, 0.0, 0.0)];
[v setMinimumLineSpacing:0.0];
[v setMinimumInteritemSpacing:0.0];
[v setEstimatedItemSize:CGSizeMake(AppDelegate.sharedAppDelegate.width, AppDelegate.sharedAppDelegate.height)];
self->_flowLayout = v;
}
return v;
}
- (PHCachingImageManager *)imageManager {
PHCachingImageManager *i = self->_imageManager;
if (!i) {
i = [[PHCachingImageManager alloc] init];
self->_imageManager = i;
}
return i;
}
- (PHFetchResult *)assetsFetchResults {
PHFetchResult *i = self->_assetsFetchResults;
if (!i) {
PHFetchResult *smartAlbums = [PHAssetCollection fetchAssetCollectionsWithType:PHAssetCollectionTypeSmartAlbum subtype:PHAssetCollectionSubtypeSmartAlbumVideos options:nil];
PHAssetCollection *collection = smartAlbums.firstObject;
if (![collection isKindOfClass:[PHAssetCollection class]])
return nil;
PHFetchOptions *allPhotosOptions = [[PHFetchOptions alloc] init];
allPhotosOptions.sortDescriptors = #[[NSSortDescriptor sortDescriptorWithKey:#"creationDate" ascending:NO]];
i = [PHAsset fetchAssetsInAssetCollection:collection options:allPhotosOptions];
self->_assetsFetchResults = i;
}
return i;
}
- (void)applicationWillResignActive:(UIApplication *)application {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
- (void)applicationWillEnterForeground:(UIApplication *)application {
// Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
- (void)applicationWillTerminate:(UIApplication *)application {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
#end
These are the only two files you need; no NIB/XIB.
Related
Recently I have come across a problem, where my app goes into background during initial launch, but this only happens on iPhone 4S with iOS6. I have tested on:
simulator, with different hardware/software configurations
iPhone 5 (iOS 6)
iPhone 4S (iOS 5.1)
iPad2 (iOS 6)
and it is working on all of them, but on the iPhone 4S with iOS6 the launch of the app takes about 20s before going into background, if you "re-launch" the app after a couple of seconds you see that it is still running and works without any problem.
Is there any know issue with iPhone4S (iOS6) that causes this or there is something special about this model? [I already tested it on different iPhone4s (iOS6) and it is happening on all of them]
EDIT
I noticed something weird will doing some more testing, iPhone 4s (iOS6) is the only one that doesn't show the loading screen (first view controller), it only shows the launch image.. anyway, here is the code for the AppDelegate and the first view controller:
AppDelegate.m
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
// Override point for customization after application launch.
// Optional: automatically track uncaught exceptions with Google Analytics.
[GAI sharedInstance].trackUncaughtExceptions = YES;
// Optional: set Google Analytics dispatch interval to e.g. 20 seconds.
[GAI sharedInstance].dispatchInterval = 20;
// Optional: set debug to YES for extra debugging information.
[GAI sharedInstance].debug = NO;
// Create tracker instance.
__unused id<GAITracker> tracker = [[GAI sharedInstance] trackerWithTrackingId:#"UA-APP-ID"];
return YES;
}
EcraPrincipalViewController.m
#import "EcraPrincipalViewController.h"
#import "ListaPercursosTableViewController.h"
#import "GlobalVars.h"
#import "AppDelegate.h"
#interface EcraPrincipalViewController ()
#end
#implementation EcraPrincipalViewController
{
int progresso;
int sizePercursos;
}
#synthesize lbl_versao;
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
// Custom initialization
}
return self;
}
- (void)viewDidLoad
{
[super viewDidLoad];
self.trackedViewName = #"iPhone - EcrãPrincipal";
// Do any additional setup after loading the view.
NSMutableArray *views = [[NSMutableArray alloc] initWithArray:[self.navigationController viewControllers]];
UIStoryboard *story = [UIStoryboard storyboardWithName:#"WalkMeStoryBoard" bundle:nil];
ListaPercursosTableViewController *listaV = [story instantiateViewControllerWithIdentifier:#"view_lista"];
[views replaceObjectAtIndex:0 withObject:listaV];
[self.navigationController setViewControllers:views];
lbl_info.text = NSLocalizedString(#"downloading", NULL);
lbl_versao.text = NSLocalizedString(#"walkme_versao", NULL);
dispatch_queue_t queue = dispatch_queue_create("com.WalkMe.downloadPercursos", NULL);
dispatch_async(queue, ^{
[[GlobalVars Instance] getLevadas:self];
});
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return (interfaceOrientation == UIInterfaceOrientationPortrait);
}
- (BOOL)shouldAutorotate
{
return [[GlobalVars Instance] podeRodar];
}
- (NSUInteger)supportedInterfaceOrientations
{
return UIInterfaceOrientationMaskPortrait;
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
-(void)novaAtualizacao
{
NSLog(#"Atualização encontrada");
lbl_info.text = NSLocalizedString(#"atualizacao_encontrada", NULL);
}
-(void)atualizarPercursosInternos
{
NSLog(#"VERIFICAÇAO Interna");
lbl_info.text = NSLocalizedString(#"a_atualizar_percursos", NULL);
}
-(void)setNewDownload:(NSNumber*)size
{
NSLog(#"Iniciou VERIFICAÇAO");
progresso = 0;
sizePercursos = [size intValue];
lbl_info.text = [NSString stringWithFormat:#"%# 0/%d", NSLocalizedString(#"novos_percursos", NULL), sizePercursos];
}
-(void)setProgress
{
NSLog(#"Progresso");
progresso++;
lbl_info.text = [NSString stringWithFormat:#"%# %d/%d", NSLocalizedString(#"novos_percursos", NULL), progresso, sizePercursos];
}
-(void)goToLista
{
NSLog(#"ACABOU VERIFICAÇAO");
UIStoryboard *story = [UIStoryboard storyboardWithName:#"WalkMeStoryBoard" bundle:nil];
[[GlobalVars Instance] getLevadas];
[self.navigationController pushViewController:[story instantiateViewControllerWithIdentifier:#"view_lista"] animated:NO];
}
- (void)viewDidUnload {
[self setLbl_versao:nil];
[super viewDidUnload];
}
#end
Thank you very much for your attention and help :)
While trying to figure out what was happening, the suggestions made in the comments to the question made me realize that for some reason the app was calling the same method twice and for some reason that cause the app to go to the background.
To solve the problem, simply remove this lines from viewDidLoad
NSMutableArray *views = [[NSMutableArray alloc] initWithArray:[self.navigationController viewControllers]];
UIStoryboard *story = [UIStoryboard storyboardWithName:#"WalkMeStoryBoard" bundle:nil];
ListaPercursosTableViewController *listaV = [story instantiateViewControllerWithIdentifier:#"view_lista"];
[views replaceObjectAtIndex:0 withObject:listaV];
[self.navigationController setViewControllers:views];
and add them to goToLista (this is called after the initial loading is complete).
I ended up with:
- (void)viewDidLoad
{
[super viewDidLoad];
self.trackedViewName = #"iPhone - EcrãPrincipal";
// Do any additional setup after loading the view.
lbl_info.text = NSLocalizedString(#"downloading", NULL);
lbl_versao.text = NSLocalizedString(#"walkme_versao", NULL);
dispatch_queue_t queue = dispatch_queue_create("com.WalkMe.downloadPercursos", NULL);
dispatch_async(queue, ^{
[[GlobalVars Instance] getLevadas:self];
});
}
-(void)goToLista
{
NSLog(#"ACABOU VERIFICAÇAO");
[[GlobalVars Instance] getLevadas];
NSMutableArray *views = [[NSMutableArray alloc] initWithArray:[self.navigationController viewControllers]];
UIStoryboard *story = [UIStoryboard storyboardWithName:#"WalkMeStoryBoard" bundle:nil];
ListaPercursosTableViewController *listaV = [story instantiateViewControllerWithIdentifier:#"view_lista"];
[views replaceObjectAtIndex:0 withObject:listaV];
[self.navigationController setViewControllers:views];
[self.navigationController pushViewController:[story instantiateViewControllerWithIdentifier:#"view_lista"] animated:NO];
}
This solves the problem, but I don't know why. If anyone knows please do tell, because I really would like to know.
Thank you :)
So i need to write a QR reader for an iphone application. Usually frameworks like ZXING and ZBAr allow you to download an application and then read the barcode. I want to integrate it within the application itself. So basically i want to be able to tap a button and have it reading the QR code. Is this possible? If so are there any proper documentation on this? I tried using ZXing but when i link binaries libZXingWidget.a is unavailable. Also the documentation is not enough to know how to integrate it within the application. So let me know.
Here's code to setup ZBar, make sure to add the SDK to your project and link your library.
-
(void)viewDidLoad
{
[ZBarReaderView class];
readerView.readerDelegate = self;
readerView.tracksSymbols = NO;
//CHOOSE CAMERA
if (some setting isEqual to CameraRear) {
readerView.device = [self backFacingCameraIfAvailable];
}
else {
readerView.device = [self frontFacingCameraIfAvailable];
}
[self relocateReaderPopover:[self interfaceOrientation]];
[readerView start];
}
-(AVCaptureDevice *)frontFacingCameraIfAvailable
{
NSArray *videoDevices = [AVCaptureDevice devicesWithMediaType:AVMediaTypeVideo];
AVCaptureDevice *captureDevice = nil;
for (AVCaptureDevice *device in videoDevices)
{
if (device.position == AVCaptureDevicePositionFront)
{
captureDevice = device;
break;
}
}
// couldn't find one on the front, so just get the default video device.
if ( ! captureDevice)
{
captureDevice = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo];
}
return captureDevice;
}
-(AVCaptureDevice *)backFacingCameraIfAvailable
{
NSArray *videoDevices = [AVCaptureDevice devicesWithMediaType:AVMediaTypeVideo];
AVCaptureDevice *captureDevice = nil;
for (AVCaptureDevice *device in videoDevices)
{
if (device.position == AVCaptureDevicePositionBack)
{
captureDevice = device;
break;
}
}
// couldn't find one on the front, so just get the default video device.
if ( ! captureDevice)
{
captureDevice = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo];
}
return captureDevice;
}
-(void)relocateReaderPopover:(UIInterfaceOrientation)toInterfaceOrientation{
if (toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft) {
readerView.previewTransform = CGAffineTransformMakeRotation(M_PI_2);
} else if (toInterfaceOrientation == UIInterfaceOrientationLandscapeRight) {
readerView.previewTransform = CGAffineTransformMakeRotation(-M_PI_2);
} else if (toInterfaceOrientation== UIInterfaceOrientationPortraitUpsideDown) {
readerView.previewTransform = CGAffineTransformMakeRotation(M_PI);
} else {
readerView.previewTransform = CGAffineTransformIdentity;
}
}
This is a step-by-step tutorial on how to add an integrated QR code reader to your iphone app. Look at this example ZXing project if you need to know how to use it.
I have managed to integrate ZXING into my test project. I have done this a little time ago so I might not remember all the problems that I faced and solved.
Into my workspace folder I have copied ZXing-2.0 folder. Inside I have only left folders: cpp, docs and iphone. To my workspace (containing the test project) I have added ZXingWidget project from the folder ZXing-2.0. This allowed me to add to linking setting libZXingWidget.a.
When I build my test project, XCode detects dependency and builds the widget first and then builds the test project and links it against libZXingWidget.a.
Here's a simple view controller that I have implemented to display inside camera view able to detect QR code.
//
// MyVC.m
//
//
#import "MyVC.h"
#import "QRCodeReader.h"
#interface MyVC () {
ZXingWidgetController *_widController;
}
#end
#implementation MyVC
#synthesize labelResultString;
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view from its nib.
_widController = [[ZXingWidgetController alloc] initWithDelegate:(id<ZXingDelegate>)self showCancel:YES OneDMode:NO];
QRCodeReader* qrcodeReader = [[QRCodeReader alloc] init];
NSSet *readers = [[NSSet alloc ] initWithObjects:qrcodeReader,nil];
//[qrcodeReader release];
_widController.readers = readers;
//[readers release];
//NSBundle *mainBundle = [NSBundle mainBundle];
//_widController.soundToPlay = [NSURL fileURLWithPath:[mainBundle pathForResource:#"beep-beep" ofType:#"aiff"] isDirectory:NO];
_widController.overlayView.displayedMessage = #"";
_widController.wantsFullScreenLayout = NO;
//[self presentModalViewController:_widController animated:NO];
_widController.view.frame = CGRectMake(10, 10, 300, 300);//self.view.frame;
_widController.view.autoresizingMask = UIViewAutoresizingNone;
_widController.overlayView.frame = CGRectMake(0, 0, 300, 300);
_widController.overlayView.cropRect = CGRectMake(20, 20, 260, 260);
[self.view addSubview:_widController.view];
//[_widController release];
}
- (void)viewDidUnload {
[super viewDidUnload];
self.labelResultString = nil;
}
- (void)dealloc {
self.labelResultString = nil;
}
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
[_widController viewWillAppear:animated];
}
- (void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
[_widController viewDidAppear:animated];
[[UIApplication sharedApplication] setStatusBarHidden:NO];
}
- (void)viewWillDisappear:(BOOL)animated {
[super viewWillDisappear:animated];
[_widController viewWillDisappear:animated];
}
- (void)viewDidDisappear:(BOOL)animated {
[super viewDidDisappear:animated];
[_widController viewDidDisappear:animated];
}
#pragma mark - ZXingDelegateMethods
- (void)zxingController:(ZXingWidgetController*)controller didScanResult:(NSString *)result {
self.labelResultString.text = result;
}
- (void)zxingControllerDidCancel:(ZXingWidgetController *)controller {
[self dismissModalViewControllerAnimated:YES];
}
#end
Once you have ZXing set up correctly the code to get a QR reader is literally this easy:
Make sure to import these two guys for QR:
#import "ZXingWidgetController.h"
#import "QRCodeReader.h"
Then in your controller you will set up the code reader as follows:
ZXingWidgetController *widController = [[ZXingWidgetController alloc] initWithDelegate:self showCancel:YES OneDMode:NO];
QRCodeReader *qrcodeReader = [[QRCodeReader alloc] init];
NSSet *readers = [[NSSet alloc] initWithObjects:qrcodeReader,nil];
widController.readers = readers;
[self presentModalViewController:widController animated:YES];
You basically set up the controller that handles the code reading (ZXingWidgetController) and then give it a set of all the types of code readers you want (here I just used QRCodeReader.) Lastly, you just present it as a modal view controller.
Then you will need to implement the <ZXingDelegate> and the following delegate functions:
- (void)zxingController:(ZXingWidgetController*)controller didScanResult:(NSString *)result
{
[self dismissModalViewControllerAnimated:YES];
NSLog(#"%#",result); //Simple NSString result.
}
- (void)zxingControllerDidCancel:(ZXingWidgetController*)controller
{
[self dismissModalViewControllerAnimated:YES];
NSLog(#"Cancelled");
}
The hardest part is just setting it up. I found this tutorial to be the most helpful (Sorry that I am using a link): How to install ZXing in Xcode 4 The comments are also helpful if you have any problems.
No answers yet, but i've got an update that seems to have fixed the problem, any ideas why it works now though?!
I've got it to work in the way I intended by doing the following to every class that needs to display an adBanner:
1. In the layoutForCurrentOrientation method I added the following:
adBanner.delegate = self;
[self.view addSubview:adBanner];
2. In the deAlloc method on each class, I removed the following:
[adBanner removeFromSuperview];
Original question:
I'm attempting to use the iAdSuite sample code from Apple to use a single adBanner instance shared across all my views.
The sample implementation is designed to show the adbanner on each view that is called by the rootViewController, however, I would like my app to have ads on the rootViewController view also.
In my amended code:-
When I fire up the app, no banner is shown on the rootView, even though a method is called to request an ad banner. The class is set as the delegate for the ad and the delegate methods are available. These are called and the log for (adBanner.bannerLoaded) is NO.
As it is a shared object, if I switch views to from the rootView the ad is displayed in the other view.
When I return back to the rootView, the delegate method log shows that a banner is loaded, and it is positioned in a visible portion of the view. But the banner isn't visible.
In summary, i'm using the iAdSuite sample code for the AdBannerNavigation project, and trying to use it so that ad banners show on all views, including the rootViewController.
Any help appreciated!
The code i'm using is available here:
http://developer.apple.com/library/ios/#samplecode/iAdSuite/Introduction/Intro.html
My amended rootViewController.h:
#import <UIKit/UIKit.h>
#import <iAd/iAd.h>
#interface RootViewController : UITableViewController <ADBannerViewDelegate>
#end
My amended rootViewController.m
#import "RootViewController.h"
#import "TextViewController.h"
#import "MapViewController.h"
#import "AdBannerNavigationAppDelegate.h"
// for SharedAdBannerView macro
// #define SharedAdBannerView ((AdBannerNavigationAppDelegate *)[[UIApplication sharedApplication] delegate]).adBanner
#import <iAd/iAd.h>
#interface RootViewController()
// Layout the Ad Banner and Content View to match the current orientation.
// The ADBannerView always animates its changes, so generally you should
// pass YES for animated, but it makes sense to pass NO in certain circumstances
// such as inside of -viewDidLoad.
- (void)layoutForCurrentOrientation:(BOOL)animated;
// A simple method that creates an ADBannerView
// Useful if you need to create the banner view in code
// such as when designing a universal binary for iPad
- (void)createADBannerView;
#end
- (void)viewDidLoad
{
[super viewDidLoad];
[self createADBannerView];
[self layoutForCurrentOrientation:NO];
}
- (void)viewDidUnload
{
ADBannerView *adBanner = SharedAdBannerView;
adBanner.delegate = nil;
[adBanner removeFromSuperview];
}
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
[self layoutForCurrentOrientation:NO];
}
- (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
{
[self layoutForCurrentOrientation:YES];
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return YES;
}
- (void)dealloc
{
ADBannerView *adBanner = SharedAdBannerView;
adBanner.delegate = nil;
[adBanner removeFromSuperview];
[super dealloc];
}
- (void)createADBannerView
{
ADBannerView *adBanner = SharedAdBannerView;
NSString *contentSize;
if (&ADBannerContentSizeIdentifierPortrait != nil)
{
contentSize = UIInterfaceOrientationIsPortrait(self.interfaceOrientation) ? ADBannerContentSizeIdentifierPortrait : ADBannerContentSizeIdentifierLandscape;
}
else
{
contentSize = UIInterfaceOrientationIsPortrait(self.interfaceOrientation) ? ADBannerContentSizeIdentifier320x50 : ADBannerContentSizeIdentifier480x32;
}
CGRect frame;
frame.size = [ADBannerView sizeFromBannerContentSizeIdentifier:contentSize];
frame.origin = CGPointMake(0.0f, CGRectGetMaxY(self.view.bounds));
adBanner.frame = frame;
adBanner.delegate = self;
adBanner.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleTopMargin;
adBanner.requiredContentSizeIdentifiers =
(&ADBannerContentSizeIdentifierPortrait != nil) ?
[NSSet setWithObjects:ADBannerContentSizeIdentifierPortrait, ADBannerContentSizeIdentifierLandscape, nil] :
[NSSet setWithObjects:ADBannerContentSizeIdentifier320x50, ADBannerContentSizeIdentifier480x32, nil];
[self.view addSubview:adBanner];
}
- (void)layoutForCurrentOrientation:(BOOL)animated
{
ADBannerView *adBanner = SharedAdBannerView;
CGFloat animationDuration = animated ? 0.2f : 0.0f;
CGRect contentFrame = self.view.bounds;
CGPoint bannerOrigin = CGPointMake(CGRectGetMinX(contentFrame), CGRectGetMaxY(contentFrame));
CGFloat bannerHeight = 0.0f;
if (UIInterfaceOrientationIsLandscape(self.interfaceOrientation))
adBanner.currentContentSizeIdentifier = (&ADBannerContentSizeIdentifierLandscape != nil) ? ADBannerContentSizeIdentifierLandscape : ADBannerContentSizeIdentifier480x32;
else
adBanner.currentContentSizeIdentifier = (&ADBannerContentSizeIdentifierPortrait != nil) ? ADBannerContentSizeIdentifierPortrait : ADBannerContentSizeIdentifier320x50;
bannerHeight = adBanner.bounds.size.height;
if (adBanner.bannerLoaded)
{
contentFrame.size.height -= bannerHeight;
bannerOrigin.y -= bannerHeight;
}
else
{
bannerOrigin.y += bannerHeight;
}
[UIView animateWithDuration:animationDuration
animations:^{
adBanner.frame = CGRectMake(bannerOrigin.x, bannerOrigin.y, adBanner.frame.size.width, adBanner.frame.size.height);
}];
NSLog(#"%f is y pos, height=%f, is it loaded...%#", adBanner.frame.origin.y, adBanner.frame.size.height, adBanner.bannerLoaded?#"YES":#"NO");
}
- (void)bannerViewDidLoadAd:(ADBannerView *)banner
{
[self layoutForCurrentOrientation:YES];
}
- (void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error
{
[self layoutForCurrentOrientation:YES];
}
- (BOOL)bannerViewActionShouldBegin:(ADBannerView *)banner willLeaveApplication:(BOOL)willLeave
{
return YES;
}
- (void)bannerViewActionDidFinish:(ADBannerView *)banner
{
}
#end
Is this code correct to use with the networkActivityIndicatorVisible?
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
UIApplication* app2 = [UIApplication sharedApplication];
app2.networkActivityIndicatorVisible = YES;
[self loadSources]; // Loads data in table view
app2.networkActivityIndicatorVisible = NO;
}
Teo
Since NetworkActivityIndicatorVisible can be set from several points while a connection is still active, you need to track the number of calls that enable/disable it. The following UIApplication category does just that using a static variable:
// file UIApplication+NetworkActivity.h
#interface UIApplication (NetworkActivity)
- (void)showNetworkActivityIndicator;
- (void)hideNetworkActivityIndicator;
#end
// file UIApplication+NetworkActivity.m
#import "UIApplication+NetworkActivity.h"
static NSInteger activityCount = 0;
#implementation UIApplication (NetworkActivity)
- (void)showNetworkActivityIndicator {
if ([[UIApplication sharedApplication] isStatusBarHidden]) return;
#synchronized ([UIApplication sharedApplication]) {
if (activityCount == 0) {
[self setNetworkActivityIndicatorVisible:YES];
}
activityCount++;
}
}
- (void)hideNetworkActivityIndicator {
if ([[UIApplication sharedApplication] isStatusBarHidden]) return;
#synchronized ([UIApplication sharedApplication]) {
activityCount--;
if (activityCount <= 0) {
[self setNetworkActivityIndicatorVisible:NO];
activityCount=0;
}
}
}
#end
Now import UIApplication+NetworkActivity.h in your client code and call
// on connection started:
[[UIApplication sharedApplication] showNetworkActivityIndicator];
// on connection finished:
[[UIApplication sharedApplication] hideNetworkActivityIndicator];
If your concern is that the indicator blinks for only a second, you don't need a background process. Just call [self performSelector:#selector(loadSources) withObject:Nil afterDelay:0.1] so the UI thread has time to start the network indicator animation before you block the main thread.
If you're not using AFNetworking (https://github.com/AFNetworking/AFNetworking) already you can check out their network activity indicator implementation in AFNetworkingActivityIndicatorManager.
If you do choose to use this library for your network access, they handle the network activity indicator for you automatically. All you need to do is make one call in your AppDelegate to set it up, they do the rest of the work for you.
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
[[AFNetworkActivityIndicatorManager sharedManager] setEnabled:YES];
}
An shorter solution for tracking multiple activities - again using a UIApplication category and a static variable:
#interface UIApplication (NetworkActivityIndicator)
- (void)toggleNetworkActivityIndicatorVisible:(BOOL)visible;
#end
#implementation UIApplication (NetworkActivityIndicator)
-(void)toggleNetworkActivityIndicatorVisible:(BOOL)visible {
static int activityCount = 0;
#synchronized (self) {
visible ? activityCount++ : activityCount--;
self.networkActivityIndicatorVisible = activityCount > 0;
}
}
#end
I finally solved it. I used performSelectorInBackground to execute the load data into tableView
-(void)beginLoadSources {
[self loadSources]; // Loads data in table view
[UIApplication sharedApplication].networkActivityIndicatorVisible = NO;
}
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
[self performSelectorInBackground:#selector(beginLoadSources) withObject:nil];
[UIApplication sharedApplication].networkActivityIndicatorVisible = YES;
}
Use thins code in your ExempleUIWebView.m
before - (void)viewDidLoad
(void)webViewDidFinishLoad:(UIWebView *)webView {
[UIApplication sharedApplication].networkActivityIndicatorVisible = NO;
[ProgressHUD dismiss];
}
and use this after - (void)viewDidLoad
[UIApplication sharedApplication].networkActivityIndicatorVisible = YES;
[ProgressHUD show:#"Loading Privacy Policy" Interaction:NO];
I have a UITabbBarController with a UITableView. Under certain circumstances the TabBarControllers dataset requires updating when a user arrives from another view,
e.g. the initial load when the TabBarController is called the first time, or when the settings are changed.
This dataset update takes about 2 seconds and I want to show an UIActivityIndicatorView.
Trouble is that when I enter from another view I don't know which view to attach it to, since the loading of the tabbarController is carried out in the viewWillAppear method.
Any clues how I can go about this?
I've done this sort of thing in the viewDidAppear method. My code kicks off a background task to load the data from a url. It also hands the background task a selector of a method to call on the controller when it is done. That way the controller is notified that the data has been downloaded and can refresh.
I don't know if this is the best way to do this, but so far it's working fine for me :-)
To give some more details, in addition to the selector of the method to call when the background task has loaded the data, I also and it a selector of a method on the controller which does the loading. That way the background task manages whats going on, but the view controller provides the data specific code.
Here's there viewDidAppear code:
- (void) viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
if (reloadData) {
BackgroundTask *task = [[BackgroundTask alloc] initWithMethod:#selector(loadData) onObject:self];
task.superView = self.view.superview;
task.notifyWhenFinishedMethod = #selector(loadFinished);
[task start];
[task release];
}
}
The background task has an optional superView because it will add a new UIView to it containing an activity indicator.
BackgroundTask.m looks like this:
#implementation BackgroundTask
#synthesize superView;
#synthesize longRunningMethod;
#synthesize notifyWhenFinishedMethod;
#synthesize obj;
- (BackgroundTask *) initWithMethod:(SEL)aLongRunningMethod onObject:(id)aObj {
self = [super init];
if (self != nil) {
self.longRunningMethod = aLongRunningMethod;
self.obj = aObj;
}
return self;
}
- (void) start {
// Fire into the background.
NSThread *thread = [[NSThread alloc] initWithTarget:self selector:#selector(execute:)object:nil];
thread.name = #"BackgroundTask thread";
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(taskFinished:) name:NSThreadWillExitNotification object:thread];
[thread start];
[thread release];
}
- (void) execute:(id)anObject {
// New thread = new pool.
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
if (self.superView != nil) {
busyIndicatorView = [[BusyIndicator alloc] initWithSuperview:self.superView];
[busyIndicatorView performSelectorOnMainThread:#selector(addToSuperView)withObject:nil waitUntilDone:YES];
}
// Do the work on this thread.
[self.obj performSelector:self.longRunningMethod];
if (self.superView != nil) {
[busyIndicatorView performSelectorOnMainThread:#selector(removeFromSuperView)withObject:nil waitUntilDone:YES];
}
[pool release];
}
- (void) taskFinished:(NSNotification *)notification {
[[NSNotificationCenter defaultCenter] removeObserver:self name:NSThreadWillExitNotification object:notification.object];
[self performSelectorOnMainThread:#selector(notifyObject)withObject:nil waitUntilDone:NO];
}
- (void) notifyObject {
// Tell the main thread we are done.
if (self.notifyWhenFinishedMethod != nil) {
[self.obj performSelectorOnMainThread:self.notifyWhenFinishedMethod withObject:nil waitUntilDone:NO];
}
}
- (void) dealloc {
self.notifyWhenFinishedMethod = nil;
self.superView = nil;
self.longRunningMethod = nil;
self.obj = nil;
[super dealloc];
}
#end
Finally as I said I put up a activity indicator. I have a xib which contains a 50% transparent blue background with an activity indicator in the middle. There is a controller for it which has this code:
#implementation BusyIndicator
#synthesize superView;
#synthesize busy;
- (BusyIndicator *) initWithSuperview:(UIView *)aSuperView {
self = [super initWithNibName:#"BusyIndicator" bundle:nil];
if (self != nil) {
self.superView = aSuperView;
}
return self;
}
- (void) addToSuperView {
// Adjust view size to match the superview.
[self.superView addSubview:self.view];
self.view.frame = CGRectMake(0,0, self.superView.frame.size.width, self.superView.frame.size.height);
//Set position of the indicator to the middle of the screen.
int top = (int)(self.view.frame.size.height - self.busy.frame.size.height) / 2;
self.busy.frame = CGRectMake(self.busy.frame.origin.x, top, self.busy.frame.size.width, self.busy.frame.size.height);
[self.busy startAnimating];
}
- (void) removeFromSuperView {
[self.busy stopAnimating];
[self.view removeFromSuperview];
}
- (void) dealloc {
self.superView = nil;
[super dealloc];
}
#end
Hoep this helps.