Android has supported different screen resolutions since version 1.6; it can handle resolutions ranging from 240! 320 pixels to a much beefier 480! 854 pixels on some new devices (in portrait mode; for landscape mode, just swap the values). In the last chapter we already saw the effect of these different screen resolutions and physical screen sizes: drawing with absolute coordinates and sizes given in pixels will produce unexpected results. Figure 5-1 shows you once more what happens when we render a 100! 100-pixel rectangle with the upper-left corner at (219,379) on 480! 800 and 320! 480 screens.
This difference is bad for two reasons. First, we can't just draw our game assuming a fixed resolution. The second reason is subtler ,however. In Figure 5-1, I silently assumed that both screens have the same density (i.e., that each pixel has the same physical size on both devices), but this is hardly the case in reality.
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