Isn't the Android SDK older than iOS? Either way, it can't escape blurriness. There's bitmaps on this very page and if I zoom in the reply button misrenders.
Actually it can't escape pixel cracks either, as I seem to remember OpenGL ES 1.0 including GL_LINES where the default width is 1px.
Androids pixels are display pixels, there's no post-render scaling. So no pixel cracks, no blurriness, etc... Density is instead handled mostly at layout, as it should be.
This is also best practice on many other platforms, too (eg, 'pt' and 'em' units). This is far less commonly followed on most toolkits, though, but it's the norm on Android.
Actually it can't escape pixel cracks either, as I seem to remember OpenGL ES 1.0 including GL_LINES where the default width is 1px.