text stringlengths 1 372 |
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<code_start> |
/// loads a banner ad. |
void _loadAd() { |
final bannerAd = BannerAd( |
size: widget.adSize, |
adUnitId: widget.adUnitId, |
request: const AdRequest(), |
listener: BannerAdListener( |
// called when an ad is successfully received. |
onAdLoaded: (ad) { |
if (!mounted) { |
ad.dispose(); |
return; |
} |
setState(() { |
_bannerAd = ad as BannerAd; |
}); |
}, |
// called when an ad request failed. |
onAdFailedToLoad: (ad, error) { |
debugPrint('BannerAd failed to load: $error'); |
ad.dispose(); |
}, |
), |
); |
// start loading. |
bannerAd.load(); |
} |
<code_end> |
to view a complete example, check out the last step of this recipe. |
<topic_end> |
<topic_start> |
6. show banner ad |
once you have a loaded instance of BannerAd, use AdWidget to show it. |
it’s a good idea to wrap the widget in a SafeArea (so that no part of |
the ad is obstructed by device notches) and a SizedBox (so that it has |
its specified, constant size before and after loading). |
<code_start> |
@override |
widget build(BuildContext context) { |
return SafeArea( |
child: SizedBox( |
width: widget.adSize.width.toDouble(), |
height: widget.adSize.height.toDouble(), |
child: _bannerAd == null |
// nothing to render yet. |
? SizedBox() |
// the actual ad. |
: AdWidget(ad: _bannerAd!), |
), |
); |
} |
<code_end> |
you must dispose of an ad when you no longer need to access it. the best |
practice for when to call dispose() is either after the AdWidget is |
removed from the widget tree or in the |
BannerAdListener.onAdFailedToLoad() callback. |
<code_start> |
_bannerAd?.dispose(); |
<code_end> |
<topic_end> |
<topic_start> |
7. configure ads |
to show anything beyond test ads, you have to register ad units. |
open AdMob. |
create an ad unit for each of the AdMob apps. |
this asks for the ad unit’s format. AdMob provides many formats |
beyond banner ads — interstitials, rewarded ads, app open ads, and |
so on. |
the API for those is similar, and documented in the |
AdMob documentation |
and through |
official samples. |
choose banner ads. |
get the ad unit IDs for both the android app and the iOS app. |
you can find these in the ad units section. they look something |
like ca-app-pub-1234567890123456/1234567890. the format resembles |
the app ID but with a slash (/) between the two numbers. this |
distinguishes an ad unit ID from an app ID. |
add these ad unit IDs to the constructor of BannerAd, |
depending on the target app platform. |
<code_start> |
final string adUnitId = Platform.isAndroid |
// use this ad unit on android... |
? 'ca-app-pub-3940256099942544/6300978111' |
// ... or this one on iOS. |
: 'ca-app-pub-3940256099942544/2934735716'; |
<code_end> |
<topic_end> |
<topic_start> |
8. final touches |
to display the ads in a published app or game (as opposed to debug or |
testing scenarios), your app must meet additional requirements: |
your app must be reviewed and approved before it can fully serve |
ads. |
follow AdMob’s app readiness guidelines. |
for example, your app must be listed on at least one of the |
supported stores such as google play store or apple app store. |
you must create an app-ads.txt |
file and publish it on your developer website. |
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