Quote: "I think Bob is asking, why doesn't ASK automatically set the virtual resolution when running in a window of known size?"
The most likely reason is for portability.
The app is sandboxed, it should behave exactly the same way whether it is full screen or windowed and shouldn't make assumptions about it's platform or environment.
You can get the app to work to the native resolution of the device with;
setvirtualresolution(getdevicewidth(),getdeviceheight())
But imagine it did this automatically as suggested, if you are writing an app for multiple platforms - the purpose of AppGameKit after all - you are going to have to get the resolution from AppGameKit anyway to ensure everything fits.
Defaulting to the percentage system means people can jump in and code without needing to worry what size the screen is. They just have to use floats for coordinates and sort out the aspect of the source files.
It also makes the examples and demos work on all platforms without all the complications of precision or quality
Incidentally, I don't happen to like the percent system or agree with the decision to default to it, but I can understand why it is the way it is.