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Description
Siemens 西門子 WS12S4B7HK 7.0公斤 1200轉 iQ300 前置式纖巧型洗衣機490mm 15 60 iQdrive 10 7 1200 7. 0 1200 LED iQdrive 10 waterPerfect speedPerfect 15 60 60C Eco 90C 60C ( x x )820 x 595 x 470 90 990 ()15 62. 6 59 dB(A) 75 dB(A) 200 cm
產品亮點
- 纖巧 490mm 機身設計 – 節省空間,適合香港小型單位
- 15 至 60 分鐘彈性快洗程序 – 省時高效,適合忙碌生活
- iQdrive 無刷式變頻摩打 – 寧靜耐用,享 10 年保養
- 7 公斤容量 – 適合小家庭或情侶使用
- 1200 轉/分鐘脱水 – 衣物更乾爽,縮短暈乾時間
- 水位自動調整系統 – 智能節水,節省能源
產品規格
基本資料
- 安裝類型:獨立式
- 顏色:白色
- 洗衣容量:7.0 公斤
- 最高轉速:1200 轉/分鐘
- 進度顯示:LED 顯示屏,剩餘時間顯示
- 產地:中國
核心技術
- iQdrive 變頻摩打 – 無刷式設計,10 年保養
- waterPerfect 智能節水 – 水位自動調整系統
- speedPerfect 快速洗濯 – 15 至 60 分鐘快洗選項
- 超感平衡系統 – 減低震動,運作更穩定
- 添放衣物功能 – 中途可加入遺漏衣物
洗衣程序
- 棉質衣物洗程:60°C Eco / 冷水 - 90°C
- 輕柔衣物洗程:冷水 - 60°C
- 纖幼/絲質衣物洗程
- 羊毛衣物洗程
- 運動衣物洗程
- 恐衫洗程
- 兒童衣物洗程
- 混合衣物洗程
- 冷水洗程
- 夜間清洗程序
- 脱水/排水程序
智能功能
- 預設完成時間 – 可預約洗衣完成時間
- 溫度選擇 – 可自由調節水溫
- 脱水轉速調節 – 可調整脱水速度
- 剩餘時間顯示 – 清晰掌握洗衣進度
安全功能
- 防漏安全系統 – 多重防水保護
- 兒童安全鎖 – 控制面板安全鎖定
尺寸及重量
- 產品尺寸 (高 x 闊 x 深):820 x 595 x 470 毫米
- 開門 90° 總深度:990 毫米
- 可調整高度 (腳座):15 毫米
- 淨重量:62.6 公斤
噪音水平
- 洗衣噪音:59 dB(A)
- 脱水噪音:75 dB(A)
電力規格
- 電源線長度:200 cm
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4.5 ★★★★★
Based on 27 reviews
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Product Reviews
★★★★★ 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
★★★★★ 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
★★★★★ 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
★★★★★ 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
★★★★★ 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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