Shipping Estimate
USA
- USA
- CAN
- USA
- CAN
Ships within 48 hours · Estimated delivery Jul 14 - Jul 19
For Your Every Summer RSVP, with Code: SUMMER15
Description
Whirlpool 惠而浦 WF2B251LSS 251公升 雙門雪櫃 (下置冷凍室) (閃亮銀) (左門鉸)Zen Total No Frost (Multi Air Flow) (Fast Freezing) (Vacation mode) LED (176 ) 2 1 3 (75 ) 3 1 6 R600a 182 176 75 Freezing Capacity (kg 24hr)4. 00 250 %23. 90 251 ST 220 240 V 50 Hz ( x x )545mm x 1,739mm x 590mm 53 5
主要功能與特色
- Zen 變頻摩打技術:提供高效、寧靜且節能的操作表現。
- Total No Frost 無霜冷凍技術:自動除霜功能,免除手動除霜的煩惱。
- 多層送風系統 (Multi Air Flow):確保櫃內溫度均勻分佈,延長食物保鮮期。
- 快速急凍功能 (Fast Freezing):能迅速冷卻新放入的食材,鎖住新鮮。
- 度假模式 (Vacation mode):在長時間外出時降低能源消耗。
- 強化玻璃防漏層架:活動式設計方便調整空間,有效防止液體洩漏。
- LED 櫃內照明:亮度充足,方便清晰尋找所需食物。
- 門鉸可互換設計:可根據廚房佈局彈性調整開門方向。
儲存空間
冷藏室 (176 公升)
- 2 個活動式強化玻璃層架。
- 1 個蔬果保鮮室。
- 3 個櫃門儲存格。
急凍室 (75 公升)
- 3 個儲存抽屜。
能源標籤資料
- 能源效益標籤:1級
- 類別:6
- 製冷劑:R600a
- 每年耗電量(千瓦小時):182
- 保鮮格容量(公升):176
- 冰格容量(公升):75
- Freezing Capacity (kg/24hr):4.00
- 額定總儲存容量(公升):250
- 能源消耗指數(%):23.90
技術規格
- 總淨容量:251 公升
- 壓縮機類型:變頻壓縮機
- 氣候類型:ST
- 額定電壓/頻率:220 - 240 V / 50 Hz
- 操作控制:電子溫度控制
- 設計特色:隱藏式手柄
- 產品尺寸 (闊 x 高 x 深):545mm x 1,739mm x 590mm
- 產品重量:53 公斤
- 產地:中國
- 保養:5 年
- 隨機配件:製冰格、蛋格
Shipping Notes
- Free Standard Shipping on $100+ Orders to the USA.
- Except Preorder products are shipped in 48 hours.
- Delivery to the USA:
- Standard Shipping : 3-10 business days
- If time is of the essence, please consider selecting expedited delivery for faster service.
Exchange/Return Notes
- We offer a 30-day return/exchange service after receiving.
- Final sale items are not eligible for returns or exchanges.
- To process your return/exchange, please contact us at [email protected]
- Please click here for more details>>> Return & Exchange Policy
4.9 ★★★★★
Based on 1467 reviews
Sort
Product Reviews
★★★★★ 1
price
Format: Paperback
Price is high
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on April 15, 2026
★★★★★ 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.
WAS THIS REVIEW HELPFUL?YesReportShare
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.
WAS THIS REVIEW HELPFUL?YesReportShare
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.
WAS THIS REVIEW HELPFUL?YesReportShare
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 .
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on October 15, 2025