I would like to open the camera and library in landscape mode, but I not be able to do it.
Please someone could explain and give me an example.
I have used the below code but seems some code is missing (for instance: import library), I will need a complete example, how I could implement, functions to open library and the camera and save in the camera roll.
override func viewWillTransitionToSize(size: CGSize, withTransitionCoordinator coordinator: UIViewControllerTransitionCoordinator) {
super.viewWillTransitionToSize(size, withTransitionCoordinator: coordinator)
if let connection = self.previewLayer?.connection {
var currentDevice: UIDevice = UIDevice.currentDevice()
var orientation: UIDeviceOrientation = currentDevice.orientation
var previewLayerConnection : AVCaptureConnection = connection
if (previewLayerConnection.supportsVideoOrientation)
{
switch (orientation)
{
case .Portrait:
previewLayerConnection.videoOrientation = AVCaptureVideoOrientation.Portrait
break
case .LandscapeRight:
previewLayerConnection.videoOrientation = AVCaptureVideoOrientation.LandscapeLeft
break
case .LandscapeLeft:
previewLayerConnection.videoOrientation = AVCaptureVideoOrientation.LandscapeRight
break
case .PortraitUpsideDown:
previewLayerConnection.videoOrientation = AVCaptureVideoOrientation.PortraitUpsideDown
break
default:
previewLayerConnection.videoOrientation = AVCaptureVideoOrientation.Portrait
break
}
}
}
}
Also indicate that I already have some code implemented then
I find it easier to implement without the use of additional libraries like AVFoundation.
I am currently using this code in order to open library and camera.
#IBAction func openLibrary(sender: AnyObject) { ///accion del boton Library
imagePicker.allowsEditing = false
imagePicker.sourceType = .PhotoLibrary
presentViewController(imagePicker, animated:true, completion: nil)
}
#IBAction func openCamera(sender: AnyObject) { ///accion del boton Camara
imagePicker.allowsEditing = false
imagePicker.sourceType = .Camera
presentViewController(imagePicker, animated:true, completion: nil)
}
in ur app delegate use this function:
func application(application: UIApplication, supportedInterfaceOrientationsForWindow window: UIWindow?) -> Int {
if let presentedView = self.window?.rootViewController?.presentedViewController as? CameraViewController {
//cameraView
return Int(UIInterfaceOrientationMask.Landscape.rawValue)
}
} else {
//other view
}
}
Swift 2
func application(application: UIApplication, supportedInterfaceOrientationsForWindow window: UIWindow?) -> UIInterfaceOrientationMask {
if let presentedView = self.window?.rootViewController?.presentedViewController as? YourCameraViewController {
//cameraView
return UIInterfaceOrientationMask.Landscape
} else {
//other view
// return here ur orientation for other view
}
}
Related
I'm trying to understand how to load a SwiftUI view from Swift function code. In this
case specifically, I want to load a view when returning from the background state to
cover sensitive data. I have created a biometric login and that works fine - pure
SwiftUI views for the app. When I put the app into the background and return, the
FaceID works as expected, but the underlying screen is visible. This is a generalized
question too - how can you load any SwiftUI view from any Swift function.
func sceneDidBecomeActive(_ scene: UIScene) {
if userDefaultsManager.wentToBackground {
if userDefaultsManager.enableBiometrics {
BiometricsLogin(userDefaultsManager: userDefaultsManager).authenticate()
//what I want is something like:
//BiometricsLogin(userDefaultsManager: userDefaultsManager)
//kinda like you would do in a TabView
//that would run the authentication just like starting the app
userDefaultsManager.wentToBackground = false
}
}
}
And the login code is pretty generic:
struct BiometricsLogin: View {
#ObservedObject var userDefaultsManager: UserDefaultsManager
var body: some View {
NavigationView {
VStack {
Image("CoifMeCrop180")
.onAppear {
self.authenticate()
}
}//vstack
}//nav
}
func authenticate() {
let context = LAContext()
var error: NSError?
if context.canEvaluatePolicy(.deviceOwnerAuthenticationWithBiometrics, error: &error) {
let reason = "The app uses Biometrics to unlock you data"
context.evaluatePolicy(.deviceOwnerAuthentication, localizedReason: reason) { (success, authenticationError)
in
DispatchQueue.main.async {
if success {
self.userDefaultsManager.isAuthenticated = true
self.userDefaultsManager.selectedTab = 1
} else {
if self.userDefaultsManager.enableBiometrics {
self.userDefaultsManager.isAuthenticated = false
self.userDefaultsManager.selectedTab = 3
} else {
self.userDefaultsManager.isAuthenticated = false
self.userDefaultsManager.selectedTab = 1
}
}
}
}
} else {
//no biometrics - deal with this elsewhere
//consider an alert here
}
}//authenticate
}
I also tried using a hosting controller like this, but it did not work either. Same
issue, the authentication worked but the data was visible.
//this does not work
let controller = UIHostingController(rootView: BiometricsLogin(userDefaultsManager: userDefaultsManager))
self.window!.addSubview(controller.view)
self.window?.makeKeyAndVisible()
Any guidance would be appreciated. Xcode 11.3.1 (11C504)
Here is possible approach
In sceneDidBecomeActive add presenting new controller with authentication in full screen to hide sensitive content
func sceneDidBecomeActive(_ scene: UIScene) {
let controller = UIHostingController(rootView: BiometricsLogin(userDefaultsManager: userDefaultsManager))
controller.modalPresentationStyle = .fullScreen
self.window?.rootViewController?.present(controller, animated: false)
}
now it needs to dismiss it when authentication will be done, so add notification for that purpose...
extension SceneDelegate {
static let didAuthenticate = Notification.Name(rawValue: "didAuthenticate")
}
... and subscriber for it in SceneDelegate
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
private var authenticateObserver: AnyCancellable?
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
let contentView = ContentView()
if let windowScene = scene as? UIWindowScene {
self.authenticateObserver = NotificationCenter.default.publisher(for: SceneDelegate.didAuthenticate)
.sink { _ in
self.window?.rootViewController?.dismiss(animated: true)
}
let window = UIWindow(windowScene: windowScene)
...
when authentication is done just post didAuthenticate notification to dismiss top controller
DispatchQueue.main.async {
if success {
self.userDefaultsManager.isAuthenticated = true
self.userDefaultsManager.selectedTab = 1
} else {
if self.userDefaultsManager.enableBiometrics {
self.userDefaultsManager.isAuthenticated = false
self.userDefaultsManager.selectedTab = 3
} else {
self.userDefaultsManager.isAuthenticated = false
self.userDefaultsManager.selectedTab = 1
}
}
NotificationCenter.default.post(name: SceneDelegate.didAuthenticate, object: nil)
}
I'm trying to create a Countdown Timer application that runs in the Menu Bar, with no window or dock icon. I've been building this off of mostly tutorials I find online and I know the code is kind of messy (I plan to clean up after it functions properly). The issue I'm running into. In the AppDelegate I create the StatusBar item with no issue, but I can't figure out how to update it from the viewController. It instead is creating a new StatusBar item.
//AppDelegate info
class AppDelegate: NSObject, NSApplicationDelegate
{
let item = NSStatusBar.system.statusItem(withLength: NSStatusItem.variableLength)
let popover = NSPopover()
func applicationDidFinishLaunching(_ aNotification: Notification)
{
menuBarRefresh(self)
}
func menuBarRefresh(_ sender: Any?)
{
if let button = item.button
{
button.image = NSImage(named: NSImage.Name("2"))
//button.title = initialTime.stringValue
button.action = #selector(togglePopover(_:))
}
popover.contentViewController = TimerViewController.freshController()
}
#objc func togglePopover(_ sender: Any?)
{
if popover.isShown
{
closePopover(sender: sender)
}
else
{
showPopover(sender: sender)
}
}
func showPopover(sender: Any?)
{
if let button = item.button
{
popover.show(relativeTo: button.bounds, of: button, preferredEdge: NSRectEdge.minY)
}
}
func closePopover(sender: Any?)
{
popover.performClose(sender)
}
//Controller code
import Cocoa
import AVFoundation
//Checking to ensure entered data is numeric
extension String
{
var isNumeric: Bool
{
let range = self.rangeOfCharacter(from: CharacterSet.decimalDigits.inverted)
return (range == nil)
}
}
class TimerViewController: NSViewController
{
//Here's the texts fields for the user to enter content.
#IBOutlet var hourInput: NSTextField!
#IBOutlet var minuteInput: NSTextField!
#IBOutlet var secondInput: NSTextField!
//This is the label used to display the counter
#IBOutlet var initialTime: NSTextField!
//Here are the variables we're going to need
var hours = Int() //Place holder for the hours
var minutes = Int() //Place holder for the hours
var seconds = Int() //Place holder for the hours
var timer = Timer() //The timer we'll use later
var audioPlayer = AVAudioPlayer() //The audio player
var timeRemaining = Int() //Place holder for the total 'seconds' to be counted
var firstRun = Bool()
let item = NSStatusBar.system.statusItem(withLength: NSStatusItem.variableLength)
override func viewDidLoad()
{
super.viewDidLoad()
getData() //Pull last saved time from Core Data and load it.
hourInput.stringValue = "\(hours)" //Loading the hours into the hours field
minuteInput.stringValue = "\(minutes)" //Loading the minutes into the minutes field
secondInput.stringValue = "\(seconds)" //Loading the seconds into the seconds field
initialTime.stringValue = "00:00:00" //Resetting the 'counter' to 0
firstRun = true
updateStatusBar(self)
//Here we load up the audio file for the 'done' chime. If not available we print the catch
do
{
let audioPath = Bundle.main.path(forResource: "Done", ofType: "m4a")
try audioPlayer = AVAudioPlayer(contentsOf: URL(fileURLWithPath: audioPath!))
}
catch
{
print("No Joy")
}
/* if let button = item.button
{
button.image = NSImage(named: NSImage.Name("2"))
button.title = initialTime.stringValue
button.action = #selector(togglePopover(_:))
}
*/ }
}
// MARK: Storyboard instantiation
extension TimerViewController
{
static func freshController() -> TimerViewController
{
let storyboard = NSStoryboard(name: NSStoryboard.Name("Main"), bundle: nil)
let identifier = NSStoryboard.SceneIdentifier("TimerViewController")
guard let viewcontroller = storyboard.instantiateController(withIdentifier: identifier) as? TimerViewController
else
{
fatalError("Why can't I find TimerViewController? - Check Main.storyboard")
}
return viewcontroller
}
}
//Button actions follow
extension TimerViewController
{
#IBAction func clearButton(_ sender: Any)
{
clearFields()
timer.invalidate()
audioPlayer.stop()
}
#IBAction func pauseButton(_ sender: Any)
{
timer.invalidate()
}
#IBAction func quitButton(_ sender: Any)
{
exit(0)
}
#IBAction func startButton(_ sender: Any)
{
grabData()
setData()
timeRemaining = (hours*3600)+(minutes*60)+seconds
if timeRemaining <= 0
{
initialTime.stringValue = "Enter Time"
}
else
{
displayTime()
timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(ViewController.startCountDown), userInfo: nil, repeats: true)
clearFields()
updateStatusBar(self)
}
}
}
//MARK: Other Functions
extension TimerViewController
{
func displayTime()
{
let secondsDisplay = String(format: "%02d", (timeRemaining%60))
let minutesDisplay = String(format: "%02d", (timeRemaining%3600)/60)
initialTime.stringValue = "\(timeRemaining/3600):\(minutesDisplay):\(secondsDisplay)"
}
func grabData()
{
hours = hourInput.integerValue
minutes = minuteInput.integerValue
seconds = secondInput.integerValue
}
func clearFields()
{
hourInput.stringValue = ""
minuteInput.stringValue = ""
secondInput.stringValue = ""
initialTime.stringValue = "00:00:00"
}
func setData()
{
setHour()
setMinute()
setSecond()
}
func getData()
{
getHour()
getMinute()
getSecond()
}
#objc func showTimer(_ sender: Any?)
{
print("Are we here")
}
#objc func startCountDown()
{
timeRemaining -= 1
displayTime()
updateStatusBar(self)
print(timeRemaining)
if timeRemaining == 0
{
timer.invalidate()
audioPlayer.play()
}
}
/* func setNeedsStatusBarAppearanceUpdate()
{
button.image = NSImage(named: NSImage.Name("2"))
button.action = #selector(showTimer(_:))
}
*/
func updateStatusBar(_ sender: Any?)
{
if let button = item.button
{
button.image = NSImage(named: NSImage.Name("2"))
button.action = #selector(showTimer(_:))
button.title = initialTime.stringValue
}
//let menu = NSMenu()
//menu.addItem(NSMenuItem(title: "Clear Timer", action: #selector(AppDelegate.theDv2), keyEquivalent: "R"))
//menu.addItem(NSMenuItem(title: "Quit Timer", action: #selector(AppDelegate.quit), keyEquivalent: "Q"))
//item.menu = menu
}
}
//There's a bunch of CoreData stuff after here but I left that out. I'm just using CoreData mainly to learn how to and functional reason is to store and load the last used time
As it currently works, I get two StatusBar items instead of creating one with the AppDelegate then updating that one from the ViewController.
Yup... Id-10-t error here. Just had to declare 'item' outside the class and all is well. After getting some good sleep and time away from the computer I realized I was not declaring 'item' globally.
So I followed this tutorial on youtube: https://www.youtube.com/watch?v=uUTevJAhL3Q, and I can't figure out how to update the rest to Swift 3; I am relatively new at Swift and still learning, if anyone could help me out a bit that would be fantastic! I am trying to re-create a snapchat camera-view.
import UIKit
import AVFoundation
class CameraVC: UIViewController, UIImagePickerControllerDelegate, UINavigationControllerDelegate {
var captureSession : AVCaptureSession?
var stillImageOutput : AVCaptureStillImageOutput?
var previewLayer : AVCaptureVideoPreviewLayer?
#IBOutlet var cameraView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
previewLayer?.frame = cameraView.bounds
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
captureSession = AVCaptureSession()
captureSession?.sessionPreset = AVCaptureSessionPreset1920x1080
var backCamera = AVCaptureDevice.defaultDevice(withMediaType: AVMediaTypeVideo)
var error : NSError?
var input = AVCaptureDeviceInput(device: backCamera, error: &error)
if (error == nil && captureSession?.canAddInput(input) != nil){
captureSession?.addInput(input)
stillImageOutput = AVCaptureStillImageOutput()
stillImageOutput?.outputSettings = [AVVideoCodecKey : AVVideoCodecJPEG]
if (captureSession?.canAddOutput(stillImageOutput) != nil){
captureSession?.addOutput(stillImageOutput)
previewLayer = AVCaptureVideoPreviewLayer(session: captureSession)
previewLayer?.videoGravity = AVLayerVideoGravityResizeAspect
previewLayer?.connection.videoOrientation = AVCaptureVideoOrientation.portrait
cameraView.layer.addSublayer(previewLayer!)
captureSession?.startRunning()
}
}
}
#IBOutlet var tempImageView: UIImageView!
func didPressTakePhoto(){
if let videoConnection = stillImageOutput?.connection(withMediaType: AVMediaTypeVideo){
videoConnection.videoOrientation = AVCaptureVideoOrientation.portrait
stillImageOutput?.captureStillImageAsynchronously(from: videoConnection, completionHandler: {
(sampleBuffer, error) in
if sampleBuffer != nil {
var imageData = AVCaptureStillImageOutput.jpegStillImageNSDataRepresentation(sampleBuffer)
var dataProvider = CGDataProvider(data: imageData as! CFData)
var cgImageRef = CGImage(jpegDataProviderSource: dataProvider, decode: nil, shouldInterpolate: true, intent: kCGRenderingIntentDefault)
var image = UIImage(CGImage: cgImageRef, scale: 1.0, orientation: UIImageOrientation.Right)
self.tempImageView.image = image
self.tempImageView.isHidden = false
}
})
}
}
var didTakePhoto = Bool()
func didPressTakeAnother(){
if didTakePhoto == true{
tempImageView.isHidden = true
didTakePhoto = false
}
else{
captureSession?.startRunning()
didTakePhoto = true
didPressTakePhoto()
}
}
func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
didPressTakeAnother()
}
}
Swift 3 introduced the idea of error handling and most (if not all) of Apple's Foundation and Core APIs got updated so that instead of using capturing an error with the inout &error parameter the method throws and error.
So code that you used to write like this:
var error : NSError?
var input = AVCaptureDeviceInput(device: backCamera, error: &error)
In Swift 3 is updated to drop the error parameter, and you use the new do, try, catch syntax:
do {
var input = try AVCaptureDeviceInput(device: backCamera)
//... input was assigned without an error, you can use in the scope of this statement
}
catch {
// an error occured attempting `AVCaptureDeviceInput(device: backCamera)`
print("an error occured")
}
Of if you prefer, the shorthand versions:
var input = try! AVCaptureDeviceInput(device: backCamera)
// not safe: app will crash if AVCaptureDeviceInput fails
var input = try? AVCaptureDeviceInput(device: backCamera)
// safer: input will be assigned as `nil` if AVCaptureDeviceInput fails
Next time you're converting from Swift 2 to Swift 3, try using Xcode's 'refactor' tool it does a pretty good job of automatically making these changes for you.
I'm new to Swift, and trying my hands with UIWebView app that loads default url, with option to perform quick action and load a different url.
Problem is when I request the quick action url, code executes but the new url is not loading. So I'm missing something in the flow somewhere.
Here is the code:
import UIKit
import WebKit
class ViewController: UIViewController, UIWebViewDelegate {
#IBOutlet var webView: UIWebView!
override func loadView() {
super.loadView()
self.webView = UIWebView()
self.view = self.webView!
}
override func viewDidLoad() {
print("view did load")
super.viewDidLoad()
let url = NSURL(string: "google.com")
let req = NSURLRequest(URL:url!)
webView.loadRequest(req)
webView.delegate = self
}
func loadUrl2() {
loadView()
let url = NSURL(string: "example.com")
print(url)
let req = NSURLRequest(URL:url!)
self.webView!.loadRequest(req)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
I was experimenting and added loadView to loadUrl2, as I was getting
fatal error: unexpectedly found nil while unwrapping an Optional value
before that.
Edited to Include loading secondary link:
Here are the changes and files you'll need to make to the App Delegate
enum ShortcutIdentifier: String {
case OpenNewLink
case OpenBetterLink
init?(fullIdentifier: String) {
guard let shortIdentifier = fullIdentifier.componentsSeparatedByString(".").last else {
return nil
}
self.init(rawValue: shortIdentifier)
}
}
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
if let shortcutItem = launchOptions?[UIApplicationLaunchOptionsAnnotationKey] as? UIApplicationShortcutItem {
handleShortcut(shortcutItem)
return false
}
return true
}
func application(application: UIApplication, performActionForShortcutItem shortcutItem: UIApplicationShortcutItem, completionHandler: (Bool) -> Void) {
completionHandler(handleShortcut(shortcutItem))
}
private func handleShortcut(shortcutItem: UIApplicationShortcutItem) -> Bool {
let shortcutType = shortcutItem.type
guard let ShortcutIdentifier = ShortcutIdentifier(fullIdentifier: shortcutType) else {
return false
}
return selectLinkForIdentifier(ShortcutIdentifier)
}
private func selectLinkForIdentifier(identifier: ShortcutIdentifier) -> Bool {
guard let mainView = self.window?.rootViewController as? ViewController else {
return false
}
switch identifier {
case .OpenNewLink:
mainView.urlString = "http://www.bing.com"
mainView.loadWebView(mainView.urlString)
return true
case.OpenBetterLink:
mainView.urlString = "http://www.duckduckgo.com"
mainView.loadWebView(mainView.urlString)
return true
}
}
I also made changes in the MainVC
class ViewController: UIViewController, UIWebViewDelegate {
#IBOutlet var webView: UIWebView!
var urlString: String? = nil
override func viewDidLoad() {
super.viewDidLoad()
setUpWebView()
webView.delegate = self
view.addSubview(webView)
}
func setUpWebView() {
webView = UIWebView()
webView.frame = CGRectMake(0, 0, view.frame.width, view.frame.height)
loadWebView(urlString)
}
func loadWebView(var urlString: String?) {
if urlString == nil {
urlString = "http://www.google.com"
}
let url = NSURL(string: urlString!)
let req = NSURLRequest(URL:url!)
webView.loadRequest(req)
}
}
Be sure to add NSAppTransportSecurity dictionary to your .plist and add NSAllowsArbitraryLoads key set to YES.
I tested it and it should work for you.
Does any body else have the problem were they can't see the banner for iAds but when you first run the app a big blue screen shows up and says your now connected to iAds. I'm running my app an my iPhone and my iAD developer app testing fill rate is set to 100%
Code:
import UIKit
import StoreKit
import SpriteKit
import GameKit
import iAd
extension SKNode {
class func unarchiveFromFile(file : String) -> SKNode? {
if let path = NSBundle.mainBundle().pathForResource(file, ofType: "sks") {
var sceneData = NSData(contentsOfFile: path, options: .DataReadingMappedIfSafe, error: nil)!
var archiver = NSKeyedUnarchiver(forReadingWithData: sceneData)
archiver.setClass(self.classForKeyedUnarchiver(), forClassName: "SKScene")
let scene = archiver.decodeObjectForKey(NSKeyedArchiveRootObjectKey) as! GameScene
archiver.finishDecoding()
return scene
} else {
return nil
}
}
}
class GameViewController: UIViewController, ADInterstitialAdDelegate {
var interstitialAd:ADInterstitialAd!
var interstitialAdView: UIView = UIView()
override func viewDidLoad() {
super.viewDidLoad()
loadInterstitialAd()
ADBannerView()
func gameCenterViewControllerDidFinish(gameCenterViewController: GKGameCenterViewController!)
{
gameCenterViewController.dismissViewControllerAnimated(true, completion: nil)
}
var localPlayer = GKLocalPlayer()
localPlayer.authenticateHandler = {(viewController, error) -> Void in
if (viewController != nil) {
let vc: UIViewController = self.view!.window!.rootViewController!
vc.presentViewController(viewController, animated: true, completion: nil)
}
else {
println((GKLocalPlayer.localPlayer().authenticated))
}
}
if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {
// Configure the view.
let skView = self.view as! SKView
skView.showsFPS = false
skView.showsNodeCount = false
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
/* Set the scale mode to scale to fit the window */
scene.scaleMode = .AspectFill
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 loadInterstitialAd() {
interstitialAd = ADInterstitialAd()
interstitialAd.delegate = self
}
func interstitialAdWillLoad(interstitialAd: ADInterstitialAd!) {
}
func interstitialAdDidLoad(interstitialAd: ADInterstitialAd!) {
interstitialAdView = UIView()
interstitialAdView.frame = self.view.bounds
view.addSubview(interstitialAdView)
interstitialAd.presentInView(interstitialAdView)
UIViewController.prepareInterstitialAds()
}
func interstitialAdActionDidFinish(interstitialAd: ADInterstitialAd!) {
interstitialAdView.removeFromSuperview()
}
func interstitialAdActionShouldBegin(interstitialAd: ADInterstitialAd!, willLeaveApplication willLeave: Bool) -> Bool {
return true
}
func interstitialAd(interstitialAd: ADInterstitialAd!, didFailWithError error: NSError!) {
}
func interstitialAdDidUnload(interstitialAd: ADInterstitialAd!) {
interstitialAdView.removeFromSuperview()
}
}