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The resolution of the first Retina iPhone was 640×960 pixels. The Retina screen doubled the DPI while keeping the same screen size – meaning the number of pixels that fit into the same space had quadrupled (twice the number of pixels across and twice the number of pixels down). Then the iPhone 4 came along with the Retina screen. Once upon a time, the first iPhone had a screen resolution of 320×480. To explain what the point is, we should go back to the history of the iPhone. Let’s see specific screen size for mobile app design that should be for iOS and Android app design: iOS and Android are the main operating systems. Points – refers to an abstract measurement for iOS.Ĭhoosing a platform for your mobile application or game, you will have only two options.Density Independent Pixels – an abstract measurement for Android.DPI stands for «Dots per Inch.» The number of points (or pixels) that are rendered in one inch on the interface.Resolutions – the number of distinct pixels in each dimension that can be displayed.The size of a screen is usually described by its diagonal length, which is the distance between opposite corners, usually in inches.
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The best graphics ideally load at the run time and amount to a pleasant user experience altogether. To look perfect, your app has to be tailored to the screens of the specific devices. Undoubtedly, this is the simplest way, but it can crush the application’s visual appeal. Does your application display accurately on any user’s device? Have you worked with optimized experience? When it comes to graphics, developers usually follow the rule of ‘one size fits most,’ which is not a correct solution.
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