SKU: 68813243763

Hi-Vis Waterproof Over-Trousers (YK461)

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Description

Hi-Vis Waterproof Over-Trousers (YK461)Hi Vis Yellow und Orange entsprechen EN ISO 20471: 2013 Class 1 Alle Farben entsprechen der Norm EN343 fr schlechte Wetterbedingungen Wasserdichtes Polyester mit Oxford PU Beschichtung Zwei 5 cm breite Reflektorbnder am unteren Bein Elastischer Bund Gesteppte und geklebte Nhte Verstellbar mit Hilfe von Druckknpfen an der Unterseite Der Hersteller gewhrleistet die Reflektionseigenschaft gem EN Norm fr 25 Waschgnge bis 40 C Bei diesem Artikel handelt es

Hi-Vis Yellow und Orange entsprechen EN ISO 20471:2013 Class 1 Alle Farben entsprechen der Norm EN343 für schlechte Wetterbedingungen | Wasserdichtes Polyester mit Oxford-PU-Beschichtung | Zwei 5 cm breite Reflektorbänder am unteren Bein | Elastischer Bund | Gesteppte und geklebte Nähte | Verstellbar mit Hilfe von Druckknöpfen an der Unterseite | Der Hersteller gewährleistet die Reflektionseigenschaft gemäß EN-Norm für 25 Waschgänge bis 40 °C | Bei diesem Artikel handelt es sich um persönliche Schutzausrüstung (PSA)

Hi-Vis Yellow und Orange entsprechen EN ISO 20471:2013 Class 1 Alle Farben entsprechen der Norm EN343 für schlechte Wetterbedingungen

Wasserdichtes Polyester mit Oxford-PU-Beschichtung

Zwei 5 cm breite Reflektorbänder am unteren Bein

Elastischer Bund

Gesteppte und geklebte Nähte

Verstellbar mit Hilfe von Druckknöpfen an der Unterseite

Der Hersteller gewährleistet die Reflektionseigenschaft gemäß EN-Norm für 25 Waschgänge bis 40 °C

Bei diesem Artikel handelt es sich um persönliche Schutzausrüstung (PSA). Gemäß EU-Verordnung 2016/425 über persönliche Schutzausrüstungen ist eine EU-Konformitätserklärung durch den Hersteller obligatorisch. Diese stellen wir Ihnen auf Anfrage gerne zur Verfügung.

Produktinformationen

Gewicht: 338 g
Größenlauf: S
Materialzusammensetzung: 100% Polyester
Farbzusammensetzung: Hi-Vis Orange

Herstellerinformationen

Hersteller-Katalognummer: HVS461/2/3
Waren­nummer: 62034319
Ursprungsland: CN
Hersteller:
YOKO International Ltd
VAT Square
Rue des Colonies 11
1000 Bruxelles
Belgium
[email protected]

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SKU: 68813243763

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4.6 ★★★★★
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Thomas J. Shandorf
Massapequa, US
★★★★★ 5
Comprehensive, clear and coherent!
Format: Paperback
The iTEP Practice Guide combines a no-nonsense approach to the specific iTEP tests and at the same time offers exercises that task the student with what they need to know. Exercises not only serve the purpose of scoring well, but the overall approach is communicative competence. We use the text in our group and one-to-one classes with very positive--and lasting--results.
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Reviewed in the United States on July 23, 2019
S
Verified Purchase
Sarah Sofía Ortiz Campos
West Palm Beach, US
★★★★★ 1
No recomiendo
Format: Paperback
Muy malo, no vine completo, además se demoró mucho más de lo que decía al momento de comprarlo. Solo aplazaban la fecha de entrega sin consultar cómo afectaba al cliente. Yo tuve que presentar el examen sin el libro, porque no llegó en la fecha que decía al comprarlo y después se cambió 3 veces la fecha, casi cumpliendo el mes.
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Reviewed in the United States on December 30, 2025
N
Verified Purchase
NS
New York, US
★★★★★ 1
price
Format: Paperback
Price is high
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Reviewed in the United States on April 15, 2026
T
Verified Purchase
Tinkerer
Charlottesville, US
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
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Reviewed in the United States on August 18, 2019
R
Verified Purchase
robert thompson
Draper, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022

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