Uniform regions (solid backgrounds, smooth gradients) get stored as large blocks. Detailed regions (edges, textures) get subdivided into smaller blocks. You end up with a compressed representation that preserves detail where it exists and simplifies where it can.
Two characters might have identical Unicode skeletons but render differently in specific fonts, or have different skeletons but render identically in a particular typeface. Detecting this requires rendering glyphs and comparing pixel output. No purely Unicode-data-based approach handles it, and UTS #39 does not attempt to.。关于这个话题,同城约会提供了深入分析
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