Creates the app skeleton and the seam everything else in the project hangs off: region-specific data lives in an asset file, not in code, so adding a region later is a new JSON file rather than a refactor. Notable choices: - applicationId and namespace are it.nuvolari.app rather than the doubled it.nuvolari.nuvolari that `flutter create` produces, with the Kotlin package and the iOS bundle identifiers moved to match. - SDK levels are pinned instead of inherited from `flutter.*`. Google Play requires API 36, and that is a release blocker rather than something to let a Flutter upgrade change silently. minSdk 24 is the highest floor the planned dependencies impose. - Riverpod and Dio-free for now, no code generation: see docs/stack-decisions.md. - Italian is the l10n source language, so app_it.arb is the template rather than a translation of an English original. The region parser rejects rather than repairs. An inverted bounding box, a map centre outside its own bounds, an unknown adapter name, a duplicate zone code or an empty attribution list all throw with the offending field named. Each of those would otherwise fail silently and visibly wrong: a swapped latitude and longitude renders the radar in the wrong place, an unknown adapter falling back to mock would show demo frames where live data was expected, and a missing attribution is a licence violation rather than a cosmetic gap. Tests run against the asset that actually ships and against a captured copy of the live ARPA CAP feed, so the eleven zone codes in the config are checked against the eleven the feed really emits rather than against a list retyped from documentation. Verified: dart format clean, flutter analyze 0 issues, 50 tests passing, flutter build appbundle --debug produces an AAB with applicationId it.nuvolari.app, minSdk 24, targetSdk 36. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Launch Screen Assets
You can customize the launch screen with your own desired assets by replacing the image files in this directory.
You can also do it by opening your Flutter project's Xcode project with open ios/Runner.xcworkspace, selecting Runner/Assets.xcassets in the Project Navigator and dropping in the desired images.