>1. In typical situations, 256 shades of brightness of a single color hue are the most we can distinguish and will form a smooth gradient without banding.
This is less true than you might think. You rarely have a gradient from pure black to pure white, so in practice a useful gradient will have much fewer than 256 shades in it, few enough that banding can be noticeable to a trained eye. Add in the fact that most consumer TN panels are actually 6-bits per component with temporal dithering (rapidly flickering between two colors, basically) to compensate, and it's even worse. A lot of AV enthusiasts have switched to 10-bit (1024 possible values) per channel encodings for this reason: it preserves subtle gradients which improves compression and allows them to be displayed with dithering on lesser displays.
>2. Many artists will use opposite colors on the color wheel to darken colors- So to make a darker yellow, they'll mix in purple paint (or use purple dithering, depending on the medium.) How this relates to color theory from a psychological standpoint is unclear
It's just a simple way to desaturate the darker tones. If saturation is the degree that a color's strongest components deviate from its weakest, then it follows that adding a bit of the opposite mix of components to a color will even the components out and thus reduce saturation. If you tried to do the same by mixing black or grey into it, you'd go beyond evening the components and also reduce what were the dominant ones, and get a much duller color than you probably intended. Beginning artists often do this with skin tones, where it looks dull and lifeless to the point of being disturbing.
>6. A good rule for UI design is to only use two colors at most (besides gray tones) on the screen at a single time and maybe one extra color in a very limited way. If you don't do this, you'll end with an "angry fruit salad" interface
Heh, I'll have to remember that one. Pretty much sums up how I feel about syntax highlighting.
This is less true than you might think. You rarely have a gradient from pure black to pure white, so in practice a useful gradient will have much fewer than 256 shades in it, few enough that banding can be noticeable to a trained eye. Add in the fact that most consumer TN panels are actually 6-bits per component with temporal dithering (rapidly flickering between two colors, basically) to compensate, and it's even worse. A lot of AV enthusiasts have switched to 10-bit (1024 possible values) per channel encodings for this reason: it preserves subtle gradients which improves compression and allows them to be displayed with dithering on lesser displays.
>2. Many artists will use opposite colors on the color wheel to darken colors- So to make a darker yellow, they'll mix in purple paint (or use purple dithering, depending on the medium.) How this relates to color theory from a psychological standpoint is unclear
It's just a simple way to desaturate the darker tones. If saturation is the degree that a color's strongest components deviate from its weakest, then it follows that adding a bit of the opposite mix of components to a color will even the components out and thus reduce saturation. If you tried to do the same by mixing black or grey into it, you'd go beyond evening the components and also reduce what were the dominant ones, and get a much duller color than you probably intended. Beginning artists often do this with skin tones, where it looks dull and lifeless to the point of being disturbing.
>6. A good rule for UI design is to only use two colors at most (besides gray tones) on the screen at a single time and maybe one extra color in a very limited way. If you don't do this, you'll end with an "angry fruit salad" interface
Heh, I'll have to remember that one. Pretty much sums up how I feel about syntax highlighting.