SKU: 20548599769

水筒カバー ラージ 撥水・軽量タイプ 保冷保温シート付き ブルーラグーン

Sale price$1003.50 Regular price$1115.00
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Description

水筒カバー ラージ 撥水・軽量タイプ 保冷保温シート付き ブルーラグーン1 COLORFUL CANDY QUALITY cm 922973137 (PET) 100%

保冷保温シート内蔵で飲み物の温度を長時間キープ
内側に断熱性の高い保冷保温シートを組み込み、冷たい飲み物はぬるくなりにくく、温かい飲み物は冷めにくく保ちます。結露や温度の変化でボトルがぬれたり手が冷たく感じたりしにくく、季節を問わず快適に持ち運べます。

軽量・丈夫・速乾性。トップクオリティの新素材で快適さを追及!
快適さを追求した表地はシワになりにくく耐久性もバツグン。軽くて扱いやすく、毎日使ってもヘタりにくいタフな仕上がりです。今後もおしゃれ&可愛い柄で登場予定なので、見た目と機能性を両立したい方におすすめです。

水を弾く素材だから、汚れに強くお手入れ簡単
水や液体が表面に弾いて滑り落ちる撥水機能を採用。汚れてもサッと拭くだけでお手入れ完了なので、外出先でも気軽に使えます。雨や飲みこぼしにも強く、清潔に保ちやすいのが特長です。

1リットルの水筒も入る安心の収納力&ななめがけ出来るショルダーベルト付き
カバー入り口にはしっかり固定できるストッパー付きで開け閉めも簡単。ショルダーベルトは長さ調節が可能で斜めがけにも対応します(ベルトは本体から取り外せません)。
水筒カバーはもちろんペットボトルホルダーとしてもご使用いただけます。

キレイがずっと続くように、安心の品質を大切にしています
素材は、国際的なテスト機関で品質と安全性をしっかり確認済み。仕入れから製造・販売までを一貫して自社で管理し、リスクを入り込ませない体制を整えています。
「長くキレイに」「安心して使える」そんな想いを形にしたのが、COLORFUL CANDY QUALITY です。




サイズ(単位:cm)
巾着部分:約9/本体:約22/直径:約9/ショルダーベルト:最短約73~最長約137

※商品によってサイズに多少の誤差がございます。予めご了承ください。

素材:合成繊維(PET樹脂) 100% 裏地:保温保冷シート

●使用におけるご注意
※ポリエステルには汚れを吸収する特性があり、汚れが強いものと一緒に洗濯してしまうと生地が黒ずんでしまう場合があります。付着した汚れが強いものとは別に洗濯して下さい
※ポリエステルには防火性がないため、火を近づけると生地が溶けてしまう可能性があります。高温のアイロンでも変形・テカリが出る場合があります。使用する際はご注意下さい、
※乾燥機にかけると変形してしまう可能性があります。もともと乾きやすい生地なので自然乾燥がおすすめです。
※熱と一緒にシワをつけてしまうとなかなか取れないので、洗濯機の脱水や乾燥は短めにしてください。
※高温のお湯だと逆汚染が起こりやすくなりますので、ぬるま湯をおすすめします。
※ポリエステル生地は日光に強い素材ですが、濃い色のものは色落ち色あせしてしまうので陰干しがおすすめです。
※色の濃いものと一緒にお洗濯は避けて下さい。
※洗濯後、長時間放置しないで下さい。
※暑い場所で長期間、他の物と一緒に放置しているとプリントの色移りする可能性があります。

●洗濯について
洗濯により若干の色落ち、濡れた状態での接触により色移りすることがございます。洗濯の際は、他のものとまとめて洗うのはお避け下さい。

●柄の出方について
柄の出方は、生地の裁断により、一点一点異なります。あらかじめご了承ください。

●商品仕様について
商品は写真と異なる場合や同等品へ仕様変更する場合がございます。予めご了承ください。
また、お揃い生地商品が完売の際はご了承ください。

その他のご注意点はこちら
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SKU: 20548599769

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4.8 ★★★★★
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Verified Purchase
NS
Grantham, US
★★★★★ 1
price
Format: Paperback
Price is high
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Reviewed in the United States on April 15, 2026
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Tinkerer
Birmingham, 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
Los Angeles, 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
Grantham, 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
Waukegan, 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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