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Old 11-23-2009, 09:17 PM   #1 (permalink)
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Question putting admob ad into iphone app

I did everything right for putting the admob code for an ad into an iphone app. Then I submitted it to the app store and it got approved and I downloaded the app to check it and I noticed that the ad was not showing up and it says inactive on their website in sites/ads tab. I heard you had to change some code before you put it into the app store and I think it is this:

Code:
// If implemented, lets you specify whether to issue a real ad request or a test
// ad request (to be used for development only, of course). Defaults to NO.
- (BOOL)useTestAd; 
}
Was I supposed to put false, true, NO, or something into the useTestAd before I submitted it to the app store? And could someone explain what an ad request is?

Thank you in advance!
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Old 11-23-2009, 09:36 PM   #2 (permalink)
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It just changed to active on the admob website! but it is still not showing up on the actual iphone app
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Old 11-23-2009, 09:47 PM   #3 (permalink)
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This is very important to me, if you answer it I will be very happy, and I will boost your rep!!!!!!!!
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Old 11-24-2009, 01:50 AM   #4 (permalink)
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It doesn't always show up - their fill rate isn't 100% (it's some complex algorithm or other). Unless you've got 'return YES;' in your useTestAd, you should be fine - and indeed you'd be seeing the test advert instead. It'll be either the fill rate not being anywhere near high enough (nothing you can do) or something else in the code.


You shouldn't have to change anything in the code - check out YouTube - Xcode iPhone SDK Tutorial - Using AdMob Advertising for a good video demo.

Did you not test it before you submitted it?!?!?!?!
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Old 11-24-2009, 08:36 AM   #5 (permalink)
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Quote:
Originally Posted by MarkC View Post
It doesn't always show up - their fill rate isn't 100% (it's some complex algorithm or other). Unless you've got 'return YES;' in your useTestAd, you should be fine - and indeed you'd be seeing the test advert instead. It'll be either the fill rate not being anywhere near high enough (nothing you can do) or something else in the code.


You shouldn't have to change anything in the code - check out YouTube - Xcode iPhone SDK Tutorial - Using AdMob Advertising for a good video demo.

Did you not test it before you submitted it?!?!?!?!
Oh, okay, I followed a very different tutorial: YouTube - How to Insert AdMob ads into your iPhone App in Xcode on the iPhone SDK!

And it worked on the simulator, but when I submitted it something went wrong, I guess? So if I follow this tutorial YouTube - Xcode iPhone SDK Tutorial - Using AdMob Advertising I don't have to change any code ?????

Thank you for replying !
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Old 11-24-2009, 09:19 AM   #6 (permalink)
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If you download the Admob SDK from their site from the 'Setup' part of your app on their site (about 1m47s into the video I mentioned), it should pre-fill all the data you need for your app (it builds a custom SDK just for your app, rather than if you copied it from somewhere else).

Sounds very strange if it worked in the simulator. I'd guess it's not filling the adverts, IIRC it depends on how many downloads you have - the more downloads you get, the more advertisers want to advertise on your app and you'll have a higher fill ratio. I think!

There were cases of it being below 10% fill earlier this year. I'll recompile one of my apps that use it (one that got rejected lol) and see what I'm getting on the device.
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Old 11-24-2009, 10:07 AM   #7 (permalink)
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Quote:
Originally Posted by MarkC View Post
If you download the Admob SDK from their site from the 'Setup' part of your app on their site (about 1m47s into the video I mentioned), it should pre-fill all the data you need for your app (it builds a custom SDK just for your app, rather than if you copied it from somewhere else).

Sounds very strange if it worked in the simulator. I'd guess it's not filling the adverts, IIRC it depends on how many downloads you have - the more downloads you get, the more advertisers want to advertise on your app and you'll have a higher fill ratio. I think!

There were cases of it being below 10% fill earlier this year. I'll recompile one of my apps that use it (one that got rejected lol) and see what I'm getting on the device.
I followed the youtube tutorial but when I built it I got and error, help!
click on the attachment to view the error.
Attached Images
File Type: jpg error.jpg (53.3 KB, 1 views)
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Old 11-24-2009, 10:14 AM   #8 (permalink)
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If you can't read the photo then here is the text.


Checking Dependencies

Ld "/Users/henry/Desktop/Burp machine/build/Debug-iphonesimulator/Burp machine.app/Burp machine" normal i386
cd "/Users/henry/Desktop/Burp machine"
setenv MACOSX_DEPLOYMENT_TARGET 10.5
setenv PATH "/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin"
/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/gcc-4.2 -arch i386 -isysroot /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.0.sdk "-L/Users/henry/Desktop/Burp machine/build/Debug-iphonesimulator" "-L/Users/henry/Desktop/Burp machine/../admob_iphone_sdk/AdMob" "-L/Users/henry/Desktop/Burp machine/AdMob" "-L/Users/henry/Desktop/Burp machine/extras" "-L/Users/henry/Desktop/Burp machine/../admob_iphone_sdk/extras" "-F/Users/henry/Desktop/Burp machine/build/Debug-iphonesimulator" -filelist "/Users/henry/Desktop/Burp machine/build/Burp machine.build/Debug-iphonesimulator/Burp machine.build/Objects-normal/i386/Burp machine.LinkFileList" -mmacosx-version-min=10.5 -framework Foundation -framework UIKit -framework CoreGraphics -framework CoreLocation -framework QuartzCore -framework AddressBook -framework AudioToolbox -framework MediaPlayer -framework CoreGraphics -framework AVFoundation -lAdMobDevice3_0 -lAdMobDeviceNoThumb -lAdMobDeviceNoThumb3_0 -lAdMobSimulator3_0 -o "/Users/henry/Desktop/Burp machine/build/Debug-iphonesimulator/Burp machine.app/Burp machine"
ld warning: in /Users/henry/Desktop/admob_iphone_sdk/extras/libAdMobDevice3_0.a, file is not of required architecture
ld warning: in /Users/henry/Desktop/admob_iphone_sdk/extras/libAdMobDeviceNoThumb.a, file is not of required architecture
ld warning: in /Users/henry/Desktop/admob_iphone_sdk/extras/libAdMobDeviceNoThumb3_0.a, file is not of required architecture
Undefined symbols:
".objc_class_name_MFMailComposeViewController" , referenced from:
literal-pointer@__OBJC@__cls_refs@MFMailComposeViewControl ler in libAdMobSimulator3_0.a(AdMobWebViewController.o)
ld: symbol(s) not found
collect2: ld returned 1 exit status
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Old 11-24-2009, 10:44 AM   #9 (permalink)
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someone please reply
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Old 11-24-2009, 11:03 AM   #10 (permalink)
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I seem to remember there being a problem compiling for the Simulator in 3.x SDK.

Just found this: The Life and Times of AdMob Blog Archive Clearing up confusion: AdMob’s developer libraries and iPhone 3.0
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Old 11-24-2009, 01:57 PM   #11 (permalink)
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Quote:
Originally Posted by MarkC View Post
I seem to remember there being a problem compiling for the Simulator in 3.x SDK.

Just found this: The Life and Times of AdMob Blog Archive Clearing up confusion: AdMob’s developer libraries and iPhone 3.0
I figured it out! I needed to add the messageUI framework if I was using the 3.0 and above.
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