Add LG City Historic Engine to Liquid Galaxy GO Store - #96
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Description This pull request introduces LG City Historic Engine to the Liquid Galaxy GO Store, developed as part of Google Summer of Code 2026. City Historic Engine is an application designed to provide historical and cultural information about different cities, in my case I did Lleida. The main objective of the project is to make relevant information about the heritage, history, and historical events of different cities more accessible, using the visualization and interaction capabilities of Liquid Galaxy. Relevant Links Source Repository: [LG City Historic Engine](https://github.com/LiquidGalaxyLAB/lg-city-historic-engine) Contributor & Mentors Contributor: Yasmina Ramadan Mentors: Claudia Diosan
yashrajbharti
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Please remove the .idea folder
Images are inconsistent in size
please check the instructions on reducing app size in #question_and_answers section
…ina-R-S/Data into add_lg-city_historic_engine
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Hi Yash, I’ve updated the images; they’re all the same size now.
Thanks a lot for letting me know.
Best regards.
El lun, 17 ago 2026 a las 11:35, Yash Raj Bharti ***@***.***>)
escribió:
… ***@***.**** requested changes on this pull request.
Please remove the .idea folder
Images are inconsistent in size
please check the instructions on reducing app size in
#question_and_answers section
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Please remove the .idea folder |
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Please try this: A. Code Shrinking & Obfuscation (R8/ProGuard) B. Resource Shrinking C. ABI Splitting (Application Binary Interface) D. Use WebP Images instead of PNGs/JPGs These are some ways to reduce the APK size without touching the technical aspects. |
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Hi Yash, thanks for giving me solutions. I’ve reduced it as much as I
could. I’ve converted all the images I had to WebP.
El lun, 17 ago 2026 a las 14:43, Yash Raj Bharti ***@***.***>)
escribió:
… *yashrajbharti* left a comment (LiquidGalaxyLAB/Data#96)
<#96 (comment)>
Please try this:
A. Code Shrinking & Obfuscation (R8/ProGuard)
Add isMinifyEnabled = true to build.gradle.kts. The Android R8 compiler
analyzes your code to find out exactly which classes and methods are
actually invoked. It then aggressively strips out the "dead code" (methods
and classes that are never used). As a bonus, it obfuscates the code by
renaming long class names to single letters, saving even more bytes.
B. Resource Shrinking
Add isShrinkResources = true to build.gradle.kts. How it works: Code
shrinking removes unused code, but what about images, layouts, and XML
files that were associated with that dead code? Resource shrinking works
hand-in-hand with R8. Once R8 determines which code is removed, the
resource shrinker safely deletes any .xml, .png, or .webp files that are no
longer referenced by the remaining code.
C. ABI Splitting (Application Binary Interface)
Use the flutter build apk --split-per-abi command instead of the standard
build command. How it works: Android devices run on different CPU
architectures (primarily arm64-v8a, armeabi-v7a, and x86_64). A standard
APK bundles the C++ Flutter engine for all three of these architectures
into one massive file ("fat" APK). By splitting it, we generate a separate,
small APK tailored perfectly for each specific processor, ensuring the user
downloads only the binary their phone actually needs.
(NOTE: The arm64 is the modern standard for a phone/tablet, & most android
emulators and Chromebook uses x86_64. So, prefer standard build, if there
are no constraints on APK size as such, and for extended support for
different architectures ; while prefer split build for niche requirements.)
D. Use WebP Images instead of PNGs/JPGs
WebP provides superior lossless and lossy compression. An image saved as a
WebP will look identical to a PNG but often consumes 30% to 50% less space.
These are some ways to reduce the APK size without touching the technical
aspects.
I hope this helps anyone dealing with bloated build sizes!
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I deleted the .idea folder, but it seems GitHub is down and the updates
aren’t showing.
El lun, 17 ago 2026 a las 18:19, Yasmina Ramadan Sevdanova (<
***@***.***>) escribió:
… Hi Yash, thanks for giving me solutions. I’ve reduced it as much as I
could. I’ve converted all the images I had to WebP.
El lun, 17 ago 2026 a las 14:43, Yash Raj Bharti (<
***@***.***>) escribió:
> *yashrajbharti* left a comment (LiquidGalaxyLAB/Data#96)
> <#96 (comment)>
>
> Please try this:
>
> A. Code Shrinking & Obfuscation (R8/ProGuard)
> Add isMinifyEnabled = true to build.gradle.kts. The Android R8 compiler
> analyzes your code to find out exactly which classes and methods are
> actually invoked. It then aggressively strips out the "dead code" (methods
> and classes that are never used). As a bonus, it obfuscates the code by
> renaming long class names to single letters, saving even more bytes.
>
> B. Resource Shrinking
> Add isShrinkResources = true to build.gradle.kts. How it works: Code
> shrinking removes unused code, but what about images, layouts, and XML
> files that were associated with that dead code? Resource shrinking works
> hand-in-hand with R8. Once R8 determines which code is removed, the
> resource shrinker safely deletes any .xml, .png, or .webp files that are no
> longer referenced by the remaining code.
>
> C. ABI Splitting (Application Binary Interface)
> Use the flutter build apk --split-per-abi command instead of the standard
> build command. How it works: Android devices run on different CPU
> architectures (primarily arm64-v8a, armeabi-v7a, and x86_64). A standard
> APK bundles the C++ Flutter engine for all three of these architectures
> into one massive file ("fat" APK). By splitting it, we generate a separate,
> small APK tailored perfectly for each specific processor, ensuring the user
> downloads only the binary their phone actually needs.
> (NOTE: The arm64 is the modern standard for a phone/tablet, & most
> android emulators and Chromebook uses x86_64. So, prefer standard build, if
> there are no constraints on APK size as such, and for extended support for
> different architectures ; while prefer split build for niche requirements.)
>
> D. Use WebP Images instead of PNGs/JPGs
> WebP provides superior lossless and lossy compression. An image saved as
> a WebP will look identical to a PNG but often consumes 30% to 50% less
> space.
>
> These are some ways to reduce the APK size without touching the technical
> aspects.
> I hope this helps anyone dealing with bloated build sizes!
>
> —
> Reply to this email directly, view it on GitHub
> <#96?email_source=notifications&email_token=BMPUNJVSI2CXA6V2MK33BYD5KL4XHA5CNFSNUABFM5UWIORPF5TWS5BNNB2WEL2JONZXKZKDN5WW2ZLOOQXTKMZRGYYTQNRVGMY2M4TFMFZW63VGMF2XI2DPOKSWK5TFNZ2KYZTPN52GK4S7MNWGSY3L#issuecomment-5316186531>,
> or unsubscribe
> <https://github.com/notifications/unsubscribe-auth/BMPUNJT4FLFJJSWANZWT2LD5KL4XHAVCNFSNUABFKJSXA33TNF2G64TZHM4DSOJRGAYDENRYHNEXG43VMU5TKMJXGAZDMOBZGY2KC5QC>
> .
> Triage notifications, keep track of coding agent tasks and review pull
> requests on the go with GitHub Mobile for iOS
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> and Android
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> Download it today!
> You are receiving this because you authored the thread.Message ID:
> ***@***.***>
>
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@Yasmina-R-S let me know if you can delete the idea files and make sure the app size comes down under 50mb. I am seeing github is up. If you are unable to, please make a new PR and close this one. |
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Please file a new PR with the changes! |
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Good morning, Yash.
I’ve done what you suggested, and I’ve also managed to reduce the size of
the APK.
Hopefully, this has solved the issue now.
Thank you, I’ll wait for your response.
El mar, 18 ago 2026 a las 7:50, Yash Raj Bharti ***@***.***>)
escribió:
… *yashrajbharti* left a comment (LiquidGalaxyLAB/Data#96)
<#96 (comment)>
Please file a new PR with the changes!
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Please make a new PR and thanks! |
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[image: image.png]
El mar, 18 ago 2026 a las 11:35, Yash Raj Bharti ***@***.***>)
escribió:
… *yashrajbharti* left a comment (LiquidGalaxyLAB/Data#96)
<#96 (comment)>
Please make a new PR and thanks!
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Description
This pull request introduces LG City Historic Engine to the Liquid Galaxy GO Store, developed as part of Google Summer of Code 2026.
City Historic Engine is an application designed to provide historical and cultural information about different cities, in my case I did Lleida. The main objective of the project is to make relevant information about the heritage, history, and historical events of different cities more accessible, using the visualization and interaction capabilities of Liquid Galaxy.
Relevant Links
Source Repository: LG City Historic Engine
Contributor & Mentors
Contributor: Yasmina Ramadan
Mentors: Claudia Diosan