Technical Issues
In this section we address some technical issues concerning the manipulation and display of images on computers: (1) image resolution, (2) representation of colors, and (3) the effect of "color dithering". Of necessity, this discussion will be a little more arcane than most in the Tutorial. Don't fret if this causes a problem. It is not essential to understand all of this discussion in order to implement basic image use on the Web. However, it is useful to know some the of the terminology, and these concepts are important if you wish to do sophisticated things having maximal visual impact with Web images.
This should be borne in mind when constructing in-line images for Web pages. GIF images (and JPEG images) have a certain pixel size. As a result, they will display physically larger on a low-resolution screen than on a high-resolution screen. For example, an in-line GIF image that is 700 pixels wide will display in-line on only a fraction of the full screen width on a high-resolution 1280 x 1024 pixel, 17" monitor, but the same image will be larger than the entire screen on a lower resolution 640 x 480 pixel, 14" monitor.
Since many less-expensive personal computer displays have only 640 x 480 pixel resolution, it is a good rule of thumb to keep in-line images smaller than about 600 pixels in width, to ensure that they fit in the browser display without scrolling when users with lower resolution screens access your Web pages. If you use frames, as in this Tutorial, you have even less screen real estate available for the main window display. For example, in this Tutorial, we have tried to limit in-line images to about 400 pixels in width so that they display without horizontal scrolling in the main frames window for smaller, lower resolution monitors. Of course, one also must ensure that the image is large enough for detail to be legible.
The preceding considerations concern in-line display. If the image is displayed by an external viewer they often scale the image automatically to fit the available display size. Thus, one need not be as concerned about the size in this case. In the case of either in-line or external viewer display, another important consideration is the size of the image in the computer memory sense: how many bytes of data are required to represent the image. This generally increases with the size of the image and the number of colors used; naturally, download times are minimized if these are kept as low as possible, consistent with quality and legibility constraints.
In some graphics programs you are able to create "new" colors to use in your artwork by simply specifying the percentage of red, green, and blue you need to use to create the desired color.
Since each of the 4 digit binary numbers can have 16 different values, it is convenient to assign a unique "name" to each of the possibilities. The name that is conventionally assigned is just the numerical value of the 4-digit binary string, but the numerical value not as it would be represented in traditional decimal notation, but rather in hexadecimal notation. Note that this notation is perfect for the task at hand because while in a decimal "base" numbers are represented in terms of 10 unique digits (0, 1, 2, 3, 4, 5, 6, 7, 8, 9), in hexadecimal notation numbers are represented in terms of 16 unique digits (conventionally represented as 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, a, b, c, d, e, f; the letters are sometimes shown as lowercase and sometimes as uppercase). Thus each R, G, and B component of an 8-bit color can be represented as a sequence of two hexadecimal (or simply "hex") digits.
In this notation 0% of R, G, or B is represented as 00, and 100% of the component is represented as ff, because 00 is 0 in base-16, and ff is 255 in base-16. Some graphics programs (used for professional graphics arts work) use 24 binary digits for each of the red, green, and blue components of a color, and hence are able to diffentiate a vastly larger number of different (24-bit) colors. It is highly unlikely that you will free unduly restricted in your use of color graphics if you use a graphics program that uses 8-bit colors.
It is probably easiest to describe the "safe" colors you can use to avoid the dithering problem in terms of the two-digit hexadecimal representation of a color's R, G, and B components that we described in the previous section. The bottom line is that you will not have a dithering problem if you use one of the following (and only one of the following) values for each of the hex digits of an R, G, or B value: 00, 33, 66, 99, cc, ff. This corresponds in decimal notation to using only multiples of 20% for each basic color (R, G, B): 0%, 20%, 40%, 60%, 80%, and 100%. Thus, a color that is 20% Red, 40% Green, and 40% Blue will not dither, but one that is 10% Red, 20% Green, and 40% Blue will be subject to dithering.
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