SKU: 73113152423

HOOKAIN - Soleiro Spliff - 200g

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Description

HOOKAIN - Soleiro Spliff - 200gDie neue Sorte von Hookain wird dich in deine Vergangenheit zurck versetzen. Wer kennt es nicht?! Das orangene Fruchtige, leicht Cremige Eis aus unserer Jugend? Geschmack: Orange, Maracuja, Vanille, Ice FSK18: Der Versand von Tabak ist nur innerhalb von Deutschland ab 18 Jahren mglich. Auslieferung erfolgt gegen Altersprfung. Nikotingehalt: bis 2% Inhalt: 200g Versandgewicht: 0,22 kg Artikelgewicht: 0,20 kg Inhaltsstoffe von Wasserpfeifentabak (Shisha

Die neue Sorte von Hookain wird dich in deine Vergangenheit zurück versetzen. Wer kennt es nicht?! Das orangene Fruchtige, leicht Cremige Eis aus unserer Jugend?

Geschmack: Orange, Maracuja, Vanille, Ice

FSK18: Der Versand von Tabak ist nur innerhalb von Deutschland ab 18 Jahren möglich. Auslieferung erfolgt gegen Altersprüfung.
Nikotingehalt: bis 2%
Inhalt: 200g
Versandgewicht: 0,22 kg
Artikelgewicht: 0,20 kg


Inhaltsstoffe von Wasserpfeifentabak (Shisha-Tabak)

Wasserpfeifentabak besteht aus einer Kombination natürlicher und verarbeiteter Zutaten. Die Hauptbestandteile sind:

  1. Tabakblätter
    Der Hauptbestandteil des Wasserpfeifentabaks sind Tabakblätter, die in der Regel fein geschnitten oder zerkleinert sind. Diese bilden die Grundlage für den Geschmack und die Dichte des Rauchs.

  2. Melasse oder Honig
    Um den Tabak feucht zu halten und ihm eine angenehme Süße zu verleihen, wird Melasse oder Honig verwendet. Diese Zutaten tragen ebenfalls zur Rauchentwicklung bei.

  3. Fruchtaromen
    Für eine Vielzahl von Geschmacksrichtungen wird Fruchtaroma hinzugefügt, z. B. Apfel, Traube, Beere, Wassermelone, Zitrusfrüchte oder exotische Aromen. Diese Aromen werden mit natürlichen oder künstlichen Zutaten hergestellt.

  4. Glycerin
    Pflanzliches Glycerin wird hinzugefügt, um den Tabak feucht zu halten und den dichten, weichen Rauch zu erzeugen. Es trägt auch zur geschmeidigen Textur des Tabaks bei.

  5. Zucker
    In einigen Mischungen wird Zucker oder Zuckersirup verwendet, um den Tabak zu süßen und den Geschmack zu verstärken.

  6. Weitere Aromen und Zusatzstoffe
    Je nach Marke und Produkt können auch andere Aromen, wie Gewürze, Kräuter oder Menthol, verwendet werden, um den Geschmack weiter zu verfeinern. In manchen Fällen können auch Konservierungsstoffe oder Farbstoffe enthalten sein.


Bitte beachten Sie, dass die genaue Zusammensetzung von Wasserpfeifentabak je nach Hersteller variieren kann. Es wird empfohlen, die Zutatenliste auf der Verpackung oder beim Anbieter zu überprüfen, um eine genaue Information über die Inhaltsstoffe des jeweiligen Produkts zu erhalten.

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SKU: 73113152423

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robert thompson
Bozeman, 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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Vincent Marias
Lexington, 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
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Joan Rubio
Lake Worth, 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
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Piotr S.
New York, 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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Verified Purchase
Tyler aldrich
Whiting, US
★★★★★ 4
An Invaluable Book
Format: Hardcover, Format: Hardcover
Game Engine Architecture" by Jason Gregory has proven to be a treasure trove of knowledge, especially in the realms of lower-level computer programming and the inner workings of CPUs. The first third of the book, which I have thoroughly enjoyed, dives deep into the intricacies of memory management and concurrent programming. Gregory’s explanations are so lucid and engaging that the complex concepts of memory orders such as relaxed, release, and acquire have become clear to me, showcasing their critical roles in programming. What is particularly remarkable is how the book's first 400 pages serve not just as a guide to game engine architecture, but also stand on their own as an excellent introduction to computer science. It's a testament to the author's skill in distilling complex material into digestible content that even those without a vested interest in game development would find immense value in. However, a caveat I must mention is the book's physical heft. Its size and bulk make it somewhat unwieldy, and I learned this the hard way when it fell from my desk. The impact caused the page binding to tear away from the hard cover, which was disappointing considering the book's cost. Nevertheless, with some craftiness involving thick drawing paper and glue, I managed to repair it. If the author adds any more information to the next edition, it'd probably be best to turn this into a 2-3 volume set to manage the size. Despite this setback, the book remains an invaluable resource. Its depth and clarity are unmatched, making it a worthy addition to any tech enthusiast's library. Just be sure to handle it with care.
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Reviewed in the United States on November 11, 2023

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