Quote: "what if a device cant handle this resolution ?"
Then AppGameKit scales everything down.
I've been testing my WIP on devices with a range of resolutions, including one poor thing with has a much smaller resolution. It still works and the only thing that appeared to suffer was the text displayed.
Quote: "if you set the virtual res to 1024x600, set the display aspect to 1024.0/600.0,"
The display aspect commands are for when you are using the percentage system. They are not used when doing the virtual resolution.
In the event that the ratio of your target resolution means that the display area is either shorter or narrower than the actual device (it will always be filled in one direction or the other), there will be black bars above/below or left/right.
This can be handled by using the SetScissor(0,0) command and then having your background sprite oversized to fill the black bars and centered in the display.
You can even draw other things in the black bar areas as long as you realize that they may not be visible if a device has a display ratio the same as generated by your virtual resolution.
I prefer using virtual resolution because it allows you pixel perfect control of the display.
As Van B says, it is probably better to go with the virtual resolution and then code your game and size your images appropriately.
Cheers,
Ancient Lady