1. You can manually check most of these things
dbPrint(dbStr(dbScreenWidth()));
dbPrint(dbStr(dbScreenHeight()));
2. You can also check this by arbitrarily placing a dbCircle() somewhere near the origin and the dimensions you get from dbScreenWidth() and dbScreenHeight(). Place a blue one at 10,10 and a yellow one at 600,400. You'll be able to determine how the coordinate system works by observing what happens.
3. All of the Text and Basic2d commands of the DarkBasic family start with a default color of white, which you can change by calling dbInk(int red, int green, int blue);
As you have probably observed, Dark<Basic/Basic Pro/GDK> starts up with a black screen by default. Without any prior calls to dbInk(), dbDot(100,100) will make a pixel at screen coordinate 100,100 turn white.
4 - 8.
Quote: "I'd look in the documentation, it has a lot of these answers. "
You learn Dark<Whatever> best by doing. Read the help file in "C:\Program Files\The Game Creators\DarkGDK\Documentation" and you will see a lot of examples and references for all the commands. If you're confused about a particular command, then search the Newcomers DBPro Corner board, DarkBasic Professional Discussion board, and of course this one. DarkGDK's functions mirror DarkBasic Professional's commands.
Before you start making a game that uses commands that you haven't used before in DB, you should absolutely spend a very good chunk of time with a test program in which you pretty much play around with all the commands you think you might use until you feel you have a good enough grip on them to use them for your game. I still have a FoolAround project that I'm constantly opening for times when I'm using an unfamiliar command, or one that I haven't used in a while.