The ocean floor is home to some odd beasts. The Japanese sawshark (Pristiophorus japonicus) is definitely one of the strangest. It’s very easy to see where the name comes from: the long, flat snout bears about 25-45 serrated teeth on either side. So with its long slender body, this marine creature is basically a swimming saw. Right in the middle of the snout, two whisker-like Barbels give the sawshark the appearance of having a long, thin mustache. This funny-looking fish is an uncommon inhabitant in the waters of Asia’s Northwest Pacific region. It belongs to the sawshark family (Pristiophoridae).
As briefly discussed in Unicode Technical Note #26,  "In terms of implementation issues, any attempt at a unification of Latin, Greek, and Cyrillic would wreak havoc [and] make casing operations an unholy mess, in effect making all casing operations context sensitive […]". In other words, while the shapes of letters like A , B , E , H , K , M , O , P , T , X , Y and so on are shared between the Latin, Greek, and Cyrillic alphabets (and small differences in their canonical forms may be considered to be of a merely typographical nature), it would still be problematic for a multilingual character set or a font to provide only a single codepoint for, say, uppercase letter B , as this would make it quite difficult for a wordprocessor to change that single uppercase letter to one of the three different choices for the lower-case letter, the Latin b (U+0062), Greek β (U+03B2) or Cyrillic в (U+0432). Therefore, the corresponding Latin, Greek and Cyrillic upper-case letters (U+0042, U+0392 and U+0412, respectively) are also encoded as separate characters, despite their appearance being basically identical. Without letter case, a "unified European alphabet" – such as ABБCГDΔΕЄЗFΦGHIИJ … Z , with an appropriate subset for each language – is feasible; but considering letter case, it becomes very clear that these alphabets are rather distinct sets of symbols.
Note that the non-property <length> definition also allows a percentage unit identifier. The meaning of a percentage length value depends on the attribute for which the percentage length value has been specified. Two common cases are: (a) when a percentage length value represents a percentage of the viewport width or height (refer to the section that discusses units in general ), and (b) when a percentage length value represents a percentage of the bounding box width or height on a given object (refer to the section that describes object bounding box units ).