I'm trying to use Large Banner instead of Smart Banner but I can't make it stay at the bottom. I'm using this code for the smart banner and it stays at the bottom but doesn't work for the large banner. When I change from kGADAdSizeSmartBannerPortrait to kGADAdSizeLargeBanner, the banner moves to the top.
_bannerView_ = [[GADBannerView alloc] initWithAdSize:kGADAdSizeSmartBannerPortrait];
_bannerView_.frame = CGRectMake(0, self.view.frame.size.height - _bannerView_.frame.size.height , self.view.frame.size.width, _bannerView_.frame.size.height);
You can try with this code.
// Initialize the banner docked to the bottom of the screen.
// We start in a portrait orientation so use kGADAdSizeSmartBannerPortrait.
CGPoint origin = CGPointMake(0.0,
self.view.frame.size.height -
CGSizeFromGADAdSize(
kGADAdSizeSmartBannerPortrait).height);
_bannerView_ = [[[GADBannerView alloc]
initWithAdSize:kGADAdSizeSmartBannerPortrait
origin:origin] autorelease];
//Continue rest of initialization here
Reference : http://googleadsdeveloper.blogspot.in/2012/06/keeping-smart-banner-docked-to-bottom.html
Related
I work on dynamically, programmatically layout a view for 3.5" devices as well as for 4" devices.
As such that works fine.
But I want rounded corners so that my images appear like playing cards.
And I get rounded corners nicely displayed in 3,5 inch devices on the simulator for simulated iOS 6.1 and 7 alike.
But when I choose iPhone retina 4 inch on 6.1 or 7, then the UIImage in the UIImageView is fully displayed.
It works nicely on simulated iPad devices (in iPhone simulation mode - it is an iPhone only app).
As for today, I do not have any 4" device with me to test it. I can test on a device during the upcoming week.
Hiere is the relevant code:
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
self.imageV.image = self.image; // The image property was set by the caller.
// Layout imageV within self.view with a margin of MARGIN
self.imageV.frame = CGRectMake(self.view.frame.origin.x + MARGIN, self.view.frame.origin.y + MARGIN, self.view.frame.size.width - 2 * MARGIN, self.view.frame.size.height - 2 * MARGIN);
// set the raidus and the mask to follow the rounded corners.
self.imageV.layer.cornerRadius = CORNER_RADIUS;
self.imageV.layer.masksToBounds = YES;
}
BTW: CORNER_RADIUS is 18 and MARGIN is 15. Changing these values has no effect on the issue.
UPDATE: Thanks to Matt I figured out that the problem disappears when I create the UIImageView programmatically. That is some really nice workaround plus it points into the right diretion, I guess, but it is not a solution. Any ideas what setting in the storyboard editor might have caused the problem?
As far as I can see, auto layout is disabled for all view controllers in this storyboard.
The answer is simple. The code did work. It did add round corners to the UIImageView object and the maskToBounds worked well.
But the actual image displayed is smaller. I used AspectFit as mode to ensure that the actual image is not squeesed but displayed in its original aspect ration. Because of the longer layout of the iPhone5 dimensions the image only filled a part of its owning UIImageView. I changed the background color to gray for the screenshot and now it gets clear.
So the solution will be that I'll have to calculate the proper size of the image view so that it matches exactly the size of the scaled image. Then it should work.
(I'll update this answer when it is done).
Update: this is what I finally did: I removed the UIImageView from the Storyboard and deal with it programmatically.
Don't get confused by the complexity. I added another view just to throw a shadow, although this is not related to the original question. The shadow I wanted to add anyway. And it turned out that CALayer's shadow and masksToBounds=YES don't really agree on. That is why I added a regular UIView which lies in between the card view and the background view.
Finally this is so much of a hassle for displaying a simple rectangle image, that I think, just subclassing UIView and drawing everything with openGL or so directly into the CALayer would be probably much easier. :-)
Anyway, this is my code:
- (void)viewDidLoad {
[super viewDidLoad];
self.state = #0;
// Create an image view to carry the image with round rects
// and create a regular view to create the shadow.
// Add the shadow view first so that it appears behind
// the actual image view.
// Explanation: We need a separate view for the shadow with the same
// dimenstions as the imageView. This is because the imageView's image
// is rectangular and will only be clipped to round rects when the
// property masksToBounds is set to YES. But this setting will also
// clip away any shadow that the imageView's layer may have.
// Therfore we add a separate mainly empty UIView just behind the
// UIImageview to throw the shadow.
self.shadowV = [[UIView alloc] init];
self.imageV = [[UIImageView alloc] initWithImage:self.image];
[self.view addSubview:self.shadowV];
[self.shadowV addSubview:self.imageV];
// set the raidus and the mask to follow the rounded corners.
[self.imageV.layer setCornerRadius:CORNER_RADIUS];
[self.imageV.layer setMasksToBounds:YES];
[self.imageV setContentMode:UIViewContentModeScaleAspectFit];
// set the shadows properties
[self.shadowV.layer setShadowColor:[UIColor blackColor].CGColor];
[self.shadowV.layer setShadowOpacity:0.4];
[self.shadowV.layer setShadowRadius:3.0];
[self.shadowV.layer setShadowOffset:CGSizeMake(SHADOW_OFFSET, SHADOW_OFFSET)];
[self.shadowV.layer setCornerRadius:CORNER_RADIUS];
[self.shadowV setBackgroundColor:[UIColor whiteColor]]; // The view needs to have some content. Otherwise it is not displayed at all, not even its shadow.
}
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
// Just to be save
if (!self.image) {
return;
}
self.imageV.image = self.image; // The image property was set by the caller.
// Layout imageV within self.view with a margin of MARGIN
self.imageV.frame = CGRectMake(MARGIN, MARGIN, self.view.bounds.size.width - 2 * MARGIN, self.view.bounds.size.height - 2 * MARGIN);
// Calculate the size and position of the image and set the image view to
// the same dimensions
// This works under the assumption, that the image content mode is aspectFit.
// Well, as we are doing so much of the layout manually, it would work with a number of content modes. :-)
float imageWidth, imageHeight;
float heightWidthRatioImageView = self.view.frame.size.height / self.view.frame.size.width;
float heightWidthRatioImage = self.image.size.height / self.image.size.width;
if (heightWidthRatioImageView > heightWidthRatioImage) {
// The ImageView is "higher" than the image itself.
// --> The image width is set to the imageView width and its height is scaled accordingly.
imageWidth = self.imageV.frame.size.width;
imageHeight = imageWidth * heightWidthRatioImage;
} else {
// The ImageView is "wider" than the image itself.
// --> The image height is set to the imageView height and its width is scaled accordingly.
imageHeight = self.imageV.frame.size.height;
imageWidth = imageHeight / heightWidthRatioImage;
}
// Layout imageView and ShadowView accordingly.
CGRect imageRect =CGRectMake((self.view.bounds.size.width - imageWidth) / 2,
(self.view.bounds.size.height - imageHeight) / 2,
imageWidth, imageHeight);
[self.shadowV setFrame:imageRect];
[self.imageV setFrame:CGRectMake(0.0f, 0.0f, imageWidth, imageHeight)]; // Origin is (0,0) because it overlaps its superview which just throws the shadow.
}
And this is how it finally looks like:
The problem is due to some issue with code or configuration you have not told us about. Proof: I ran the following and it works fine. Note that I create the image view in code (to avoid the auto layout problem) and fixed your frame/bounds confusion, and that I've skipped your self.image, but none of that is really relevant to the issue you are seeing:
#define CORNER_RADIUS 18
#define MARGIN 15
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
self.imageV = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"im"]];
[self.view addSubview:self.imageV];
// Layout imageV within self.view with a margin of MARGIN
self.imageV.frame = CGRectMake(self.view.bounds.origin.x + MARGIN, self.view.bounds.origin.y + MARGIN, self.view.bounds.size.width - 2 * MARGIN, self.view.bounds.size.height - 2 * MARGIN);
// set the raidus and the mask to follow the rounded corners.
self.imageV.layer.cornerRadius = CORNER_RADIUS;
self.imageV.layer.masksToBounds = YES;
}
It works fine (and you can prove that to yourself). Here is a screen shot of the 4-inch simulator:
Therefore the problem is outside the code that you quote in your question, and cannot be analyzed without further information.
I'm trying to programmatically add and position an UIActivityIndicatorView to the bottom right corner of my main view. My app can rotate.
Right now in my viewDidLoad-method I have this code:
[super viewDidLoad];
UIActivityIndicatorView *iv = [[UIActivityIndicatorView alloc]initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
[iv startAnimating];
int margin = 14;
iv.frame = CGRectMake(
self.view.frame.size.width - iv.frame.size.width - margin,
self.view.frame.size.height - iv.frame.size.height - margin,
iv.frame.size.width,
iv.frame.size.height );
iv.autoresizingMask = UIViewAutoresizingFlexibleLeftMargin;
[self.view addSubview:iv];
When the app is starting in portrait, the activity-indicator is positioned correctly. As soon as I rotate the device (or start the app in landscape) the positioning of the activityindicator is wrong.
How can this be fixed?
You also need a flexible top margin, so that the view will slip to up or down as the height of the main view changes. Also, the parent view needs to autoresizesSubviews set to YES (which is default YES, so you are probably ok).
distanceLabel.autoresizingMask = (UIViewAutoresizingFlexibleLeftMargin|UIViewAutoresizingFlexibleTopMargin);
On your view controller, override the method shouldAutorotateToInterfaceOrientation and correct the position when orientation changes.
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation;
I had a text view and i was taking chat that came in from the internet and was printing it but i wanted more colors than a textview had to format the chat.
I replaced the textview with a scrollview and in viewdidload i attempted ( seemed to work) to attach my view class to it.
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
_myconsoleview = [[ConsoleView alloc] initWithFrame:[self._scview bounds]];
[_myconsoleview setBackgroundColor: [UIColor yellowColor]];
[self._scview addSubview:_myconsoleview];
[self._scview setNeedsDisplay];
}
well as text got to the bottom it didn't scroll ( i tried dragging the text are with the mouse and looked for scroll bars).
so this example core text program says oh thats easy to get scrolling. just make my custom view (ConsoleView) inherit the scroll view itself. So i try this and add this now:
#interface ConsoleView :UIScrollView<UIScrollViewDelegate>
still no scrolling. no scroll bars. no indication and i'm using the ipad simulator so far, of any kind of scrolling. In ConsoleView i want to do something very polished eventually but for now i'm just printing a single string. But the string gets longer as i get more text as i'm appending to it.
i tried this in my sendtext method. this hits when they hit a button to send the text they type in this textfield to the server:
[myconsoleviewid addNewText:newText];
[_scview scrollRectToVisible:[_scview bounds] animated: TRUE];
[_scview setNeedsDisplay];
I honestly am not sure i can claim the above would work but i figured something might work. any ideas? I'm fairly new to ios programming having started about 2 months ago and worked on it off and on so far. In java or android there doesn't seem to be much more to getting like a console to scroll than to add it to some scroll control. But IOS is proving trickier.
Mike
edit. this is my draw rectangle which is suppose to print the string which gets longer and longer. its in consoleview:
- (void)drawRect:(CGRect)rect
{
[super drawRect:rect];
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetTextMatrix(context, CGAffineTransformIdentity);
CGContextTranslateCTM(context, 0, self.bounds.size.height);
CGContextScaleCTM(context, 1.0, -1.0); CGMutablePathRef path = CGPathCreateMutable(); //1
CGPathAddRect(path, NULL, self.bounds );
CTFramesetterRef framesetter =
CTFramesetterCreateWithAttributedString((__bridge CFAttributedStringRef)attString); //3
CTFrameRef frame =
CTFramesetterCreateFrame(framesetter,
CFRangeMake(0, [attString length]), path, NULL);
CTFrameDraw(frame, context); //4
CFRelease(frame); //5
CFRelease(path);
CFRelease(framesetter);
}
The ScrollView's contentSize must be larger than the ScrollView's frame in order to allow scrolling. Set this property correctly and you should be fine.
You need to set scrollView.contentSize with proper size of scrollable area.
scrollView.contentSize = CGSizeMake(640, 320); // if you are in full screen and have two view one to other in horizontal
// for vertical scrolling you need to do
scrollView.contentSize = CGSizeMake(320, 640);
This examples are only for one way scrolling horizontal or vertical if you set the contentSize bigger than view frame size if will be scrollable.
Is there any model view like this on the iPad?
Yes, there is:
UIModalPresentationFormSheet
The width and height of the presented view are smaller than those of the screen and the view is centered on the screen. If the device is in a landscape orientation and the keyboard is visible, the position of the view is adjusted upward so that the view remains visible. All uncovered areas are dimmed to prevent the user from interacting with them.
For example:
UIViewController *viewController = [[UIViewController alloc] init];
viewController.modalPresentationStyle = UIModalPresentationFormSheet;
[self presentModalViewController:viewController animated:YES];
viewController.view.superview.frame = CGRectMake(0, 0, 540, 500); // this is important to do this after presentModalView
viewController.view.superview.center = self.view.superview.center;
I noticed something that has never been a problem before.
I did a project for iPad where I used several UIPickerView positioned next to each other, horizontally. Here they respect the CGRect frame I initialize them with, meaning placing other elements on either side of them was no problem.
Now I am trying to do this on an iPhone project and here a UIPickerView insists on being the only element. It sizes it self to fill the screen horizontally, with the "around" graphics.
I tried different approaches, place the UIPickerView inside a different view then sizing that super view, that just leads to clipping, not resizing. Another thing is that the UIPicker insists on being placed in the center of the screen. This basically means that when a UIPickerView is added to the screen, even though its single component is only 70 px wide, those 320 px of the screen is used up.
What I am trying to accomplish is to have a UIPicker on the right side of the screen and a button to the left of it.
Am I overlooking something obvious here? Hope someone could lend a hand, thanks in advance:)
Nothing more complicated than this:
UIView *container = [[UIView alloc] initWithFrame:CGRectMake(0.0f, 0.0f, 250.0f, 165.0f)];
UIPickerView *picker = [[UIPickerView alloc] initWithFrame:container.frame];
[picker setDelegate:self];
[picker setDataSource:self];
[container addSubview:picker];
the frame I set, is not respected. It takes up all horizontal space.
I tried your code with the same result.
However, you can set the frame after the picker has been created and added to your container, and the new size is respected. Here's my test case, which works for me using SDK 4.2, in the iPhone simulator:
- (void)viewDidLoad {
[super viewDidLoad];
UIPickerView* pv = [[[UIPickerView alloc] initWithFrame: CGRectMake(160, 100, 100, 216) ] autorelease];
pv.delegate = self;
pv.dataSource = self;
[self.view addSubview: pv];
pv.frame = CGRectMake(10, 10, 100, 216);
}