A preliminary assessment of the layout on different screens can be performed directly in the visual editor of Android Studio, but this is a very rough look and the final tests need to be done on real \ virtual devices.
Currently, the use of alternative emulators, such as Genymotion, makes sense only if you have an AMD processor on Windows OS, otherwise the emulator from the SDK is preferable anyway. as it allows you to create any device for tests (in the manual mode of device creation).
In the native emulator, you can make several devices with different screen sizes and pixel density (or select existing presses) and test the markup for them. For this task, the emulator is quite enough and on a real device with the same screen characteristics, problems will be only in very specific cases that can be simply ignored (which non-professional custom firmware on the device). Genymotion also has a certain set of test devices and it covers the main sizes, but sometimes they are not enough.
You can look at the official Dashboard for the most up-to-date test devices (and, in general, support by your application), where the percentages of using certain devices are indicated.
Minimum set:
- phone hdpi, xhdpi on 4 ", ~ 5", ~ 6 ".
- Tablet on 7 "and 10" (even if you do not count on it specifically, the application should look decent yet, the user can run it and not on the tablet).
- OS - android 4.4, 5.1, 6.0
For additional questions in the comments.
The term layout is usually embedded meaning that it is the relative position of the widgets on the screen. So, the layout in android is practiced adaptive, that is, one for a variety of screen sizes. Individual resources with separation by size / screen density are mainly used only for graphic files on the screen, and this is due to the fact that a significant resource is wasted scaling and processing a single bitmap image, on weak devices it may well end in the application dropping. on OoME, but the resources of powerful devices should not be wasted. Also, when scaling, the image quality can be significantly affected (loss of details, ladders, soiling, etc.)
The theme of supporting various screen resolutions is very voluminous, but repeatedly discussed on this resource. To write everything once again I see little point, so let's go over the existing one.
The decision about how many screens (layout) is required to impose in the application is made based on the differences in the layout on the screen, and not its size.
Graphic files are selected based on the pixel density on the device, there is also an alternative (recommended) solution. On preparing graphic files in your application and adding them to the project.
The above answers also contain links to other answers, they are also worth reading.
PS: I pointed out references to my past answers, because I know what it says there and it is easier for me to find them. Of course, other participants also wrote many useful answers on this topic and you can use the search on the resource to learn more.