Also, the sheer volume of Android phones means that supporting 2.1+-only is not that big of a loss (You still hit 60-70% of Android users), and dropping support for older BlackBerry devices (pre-4.5) isn't a big deal either.
Also, the sheer volume of Android phones means that supporting 2.1+-only is not that big of a loss (You still hit 60-70% of Android users), and dropping support for older BlackBerry devices (pre-4.5) isn't a big deal either.
Also, if limit yourself to a subset of Android phones that have the features you want, it's harder to justify supporting them. It's one thing to think 10 million users of this App store it's another thing to say well 6 million is still enough to go for. etc.
The Android SDK includes a lot of simple ways to mitigate differences between various devices: http://developer.android.com/guide/practices/screens_support...
PS: The minimum screen size is (240x320) but if an image has 1 pixel height or width, it may not be shown on the screen due to rounding issue. So they actually force you to waste a fair amount of space on a very limited device.
I'm not trying to say that developing for resolution independence is extremely difficult... but it's no walk in the park; it takes time. You truly have to ensure that your application can run on a wide gamut of devices and that the user can interact with it appropriately.