SKU: 57824521197

Snom HD101 Cordless DECT IP Phone

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Description

Snom HD101 Cordless DECT IP PhoneElevate the Guest Experience with the Snom HD101 Hospitality IP Phone The Snom HD101 is a modern and sophisticated IP telephone specifically designed for the hospitality industry. It combines a sleek, slimline design with the freedom of a cordless DECT handset, allowing guests to move freely within their room while staying connected. This phone is engineered to be both user friendly for guests and easy to manage for staff, integrating seamlessly into

Elevate the Guest Experience with the Snom HD101 Hospitality IP Phone

The Snom HD101 is a modern and sophisticated IP telephone specifically designed for the hospitality industry. It combines a sleek, slimline design with the freedom of a cordless DECT handset, allowing guests to move freely within their room while staying connected. This phone is engineered to be both user-friendly for guests and easy to manage for staff, integrating seamlessly into any centrally managed network infrastructure thanks to its Power over Ethernet (PoE) and Gigabit Ethernet connection.

Hygienic and Safe by Design

Prioritizing guest safety and well-being, the Snom HD101 features an antibacterial housing that is easy to clean and certified according to the Japanese JIS-Z2801 standard, which prevents the growth of germs. For enhanced guest privacy, the phone is designed to be DSGVO compliant, ensuring no personal data, such as dialed numbers, is stored on the device. Remote setup and maintenance are handled exclusively via a secure server.

Key Features for Modern Hospitality

  • Cordless Freedom: The integrated DECT base provides guests with the ultimate freedom of movement. The system is expandable, supporting up to three additional Snom HD1 DECT handsets.
  • Crystal-Clear Audio: Delivers high-definition audio quality for a superior communication experience.
  • Intuitive Operation: Features include hands-free calling, mute, and hold functions. A large, prominent LED visual display alerts guests to incoming calls and waiting messages.
  • Programmable Keys: Equipped with four programmable keys on the base and two on the handset for quick access to hotel services or speed dialing.
  • Easy Installation: Power over Ethernet (PoE) capability simplifies installation by receiving power through the network cable, reducing clutter.
  • Customizable: The base and handset offer options for individual labeling, allowing for hotel branding or room-specific instructions.

Technical Specifications

Category Specification
Basics Product Type: Guest Room IP Phone
Color: Gunmetal Black
Housing: Antibacterial
Placement: Desktop or Wall Mountable
Call Features SIP Accounts: 1
Key Functions: Hands-free, Mute, Hold
Speed Dialing via Function Keys
Multicast Paging
Handset & Keys Handset: Cordless DECT
Total Hard Keys: 31
Base Programmable Keys: 4
Handset Programmable Keys: 2
Audio Keys: Mute, Speakerphone, Volume +/-
DECT Handset Battery Type: AAA-NiMH, 2.4V, 550 mAh (Preinstalled, Rechargeable)
Talk Time: Up to 7 Hours
Standby Time: Up to 120 Hours
Charging Time: Up to 16 Hours
Interfaces & Power Ethernet: 1x 10/100/1000 Gbit/s (RJ45)
Power over Ethernet (PoE): IEEE 802.3af, Class 2
Power Adapter (Optional): 5V DC / 2A
Audio HD Audio
Hearing Aid Compatible (HAC) Handset
Speakerphone on Base
Dimensions & Weight Desk Mounted (H x W x D): 79 mm × 176 mm × 163 mm
Wall Mounted (H x W x D): 79 mm × 78 mm × 211 mm
Weight (approx.): 645 g
Shipping Notes
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Exchange/Return Notes
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  • Final sale items are not eligible for returns or exchanges.
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SKU: 57824521197

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4.7 ★★★★★
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Tinkerer
Grantham, 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
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Verified Purchase
robert thompson
Dallas, 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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Verified Purchase
Vincent Marias
Lowell, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
J
Verified Purchase
Joan Rubio
Belleville, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
P
Verified Purchase
Piotr S.
West Palm Beach, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019

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