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【3%OFF:夏先取りキャンペーン】送料無料 LAURA ASHLEY 入園入学シリーズ 巾着3点セット Swans195320 https: lauraashley jp. com Swans 3 1. () 2. () 2 3. () LAURA ASHLEY3 3 COLORFUL CANDY QUALITY COLORFUL CANDY QUALITY cm 38. 531 2019. 512 17126 100%
単品合計より割引価格で販売中!
「ローラ アシュレイ」ブランドの創業者であるローラ・アシュレイは夫と共に、1953年に英国ロンドンの自宅で、オリジナルテキスタイルのプリント事業を始めました。現在では世界20カ国以上で展開されるライフスタイルブランドへと成長を遂げ、ローラの世界観は世界中のファンを魅了し続けています。トレンドと一線を画した古きよき英国の文化や、ローラが幼少期に過ごしたウェールズでの自然からのインスピレーション。上品でタイムレスな魅力を放つ、ローラ独自の世界観を表現したキッズ・ベビーアイテムを展開します。
■Swans スワン
美しいアンティーク絵画の図柄にある水面を泳ぐ白鳥からインスパイアされました。
1.巾着 大/体操服袋(一枚布仕立て)
体操服やお着替えが入る大きめサイズ。衣類を楽に出し入れできるゆったりサイズ。
子どもが結びやすい細めのひもを厳選しました。お着替えや準備が好きになり、自立を促します。
2.巾着 中/お弁当袋(一枚布仕立て)
マチ付きで2段のお弁当箱、箸やフォークケースも楽に収納できます。
3.巾着 小/コップ袋(一枚布仕立て)
持ち手付きのコップもすっぽり入る大きさです。
体操服やお着替えが入る大きめサイズ。衣類を楽に出し入れできるゆったりサイズ。
子どもが結びやすい細めのひもを厳選しました。お着替えや準備が好きになり、自立を促します。
2.巾着 中/お弁当袋(一枚布仕立て)
マチ付きで2段のお弁当箱、箸やフォークケースも楽に収納できます。
3.巾着 小/コップ袋(一枚布仕立て)
持ち手付きのコップもすっぽり入る大きさです。
LAURA ASHLEYの生地を使用した巾着3点セット。生地・デザイン・細部に至るまで高級感抜群
体操服袋・お弁当袋・コップ袋 の3点が揃った使いやすい巾着セットです。
キレイなまま長期にわたって使える品質と、安全性。COLORFUL CANDY QUALITY
国際的なテスト機関で堅牢性・安全性確認済みの素材のみを使用。仕入れから製造・販売まで、リスクを入り込ませない一貫体制。キレイなまま長期にわたって使える品質と、安全性。それがCOLORFUL CANDY QUALITY。
体操服袋・お弁当袋・コップ袋 の3点が揃った使いやすい巾着セットです。
キレイなまま長期にわたって使える品質と、安全性。COLORFUL CANDY QUALITY
国際的なテスト機関で堅牢性・安全性確認済みの素材のみを使用。仕入れから製造・販売まで、リスクを入り込ませない一貫体制。キレイなまま長期にわたって使える品質と、安全性。それがCOLORFUL CANDY QUALITY。
サイズ(単位:cm)
巾着(大)
タテ:約38.5/ヨコ:約31
巾着(中)
タテ:約20/ヨコ:約19.5/マチ:約12
巾着(小)
タテ:約17/ヨコ:約12/マチ:約6
※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:綿100%
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●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
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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4.6 ★★★★★
Based on 543 reviews
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★★★★★ 1
price
Format: Paperback
Price is high
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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.
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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