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    <p>AFAIK there are two kinds variables for device display : pixel density and screen dimensions. Both are theoretically independent, though in market both vary together from <em>low end</em> to <em>high end</em> devices. </p> <p>Pixel density demands for different bitmap resolutions and level of detail (36X36 to 96X96 icons for example) .</p> <p>Screen dimensions demand for better use of real estate ( Multi activity layout for phones, combined fragmented layout for tablets, for example). Not as important as pixel density, but good to have, because tablet users might find a phone layout too bland, and waste of screen space.</p> <p>So: </p> <ul> <li><p>To cover most pixel densities you will have to have different <a href="http://developer.android.com/training/multiscreen/screendensities.html" rel="nofollow">versions of drawables</a> : <code>ldpi,mdpi,hdpi and xhdpi</code>. Prefer nine-patch drawables, these are a lot better at fitting everywhere. </p></li> <li><p>To cover most screen sizes you will have to have different <a href="http://developer.android.com/training/multiscreen/adaptui.html" rel="nofollow">layout arrangements</a>, and a <a href="http://en.wikipedia.org/wiki/Responsive_web_design" rel="nofollow">responsive</a> <a href="http://developer.android.com/training/multiscreen/screensizes.html" rel="nofollow">layout design</a> for <code>small,large and xlarge</code> values. Also, different layouts for portrait, and landscape orientations are good to have sometimes.</p></li> <li><p>Android lets you mix configuration combinations too. E.g. <code>drawable-large-hdpi</code> etc.</p></li> <li><p>Avoid hard coded pixel co-ordinated and dimensions at all costs, use density or percentage.</p></li> <li><p>Its <em>Way better</em> to have one flexible nine-patch drawable than to have different drawables for different screen sizes.</p></li> </ul>
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