SKU: 1924106324

keo mut pororo vi dua hau 132g

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Description

keo mut pororo vi dua hau 132gKo mt Pororo v da hu 132g Mt chic candy ang gy thu ht hin nay khi c lm bng hnh nh ch chim cnh ct Pororo ni ting siu cp ng yu v d thng, khin cho cc bc ph huynh v tr khng khi thch th. Ko c lm dng cy d dng cho b cm nm, c thnh phn lm t ng, mch nha kt hp vi hng v tri cy da hu quen thuc mang n cc cy ko Pororo c mu thm ngt, rt hp dn v ng nghnh. Sn phm c ng gi nh gn, bao gm 12 cy ko c gi ring l bn trong tin li cho vic s dng v bo qun. Thch hp em khi i hc, cm

Kẹo mút Pororo vị dưa hấu 132g Một chiếc candy đang gây thu hút hiện nay khi được làm bằng hình ảnh chú chim cánh cụt Pororo nổi tiếng siêu cấp đáng yêu và dễ thương, khiến cho các bậc phụ huynh và trẻ không khỏi thích thú.

Kẹo được làm dạng cây dễ dàng cho bé cầm nắm, có thành phần làm từ đường, mạch nha kết hợp với hương vị trái cây dưa hấu quen thuộc mang đến các cây kẹo Pororo có màu đỏ thơm ngọt, rất hấp dẫn và ngộ nghĩnh.

Sản phẩm được đóng gói nhỏ gọn, bao gồm 12 cây kẹo được gói riêng lẻ bên trong tiện lợi cho việc sử dụng và bảo quản. Thích hợp đem khi đi học, cắm trại cùng bạn bè và gia đình.

Thành phần: Kẹo mút hương vị dưa hấu (hương dưa hấu tự nhiên 0.01%), đường, xi-rô tinh bột, axit lactic, di-axit malic, axit citric, kali hydroxide, hương tổng hợp (hương dưa hấu), dầu chế biến, dầu thực vật (dầu cọ hydro hóa), chất tạo màu khoai lang tím, chất tạo màu vàng rum, chất tạo màu xanh gardenia, cồn, chất nhũ hóa, hương vị tự nhiên (hương dưa hấu)

Khối lượng tịnh: 132g/gói (bao gồm 12 cái x 11g)

Bảo quản: Nơi khô ráo, thoáng mát và tránh ánh nắng trực tiếp

Hướng dẫn sử dụng: Dùng trực tiếp sau khi mở bao bì

Hạn sử dụng: 24 tháng kể từ ngày sản xuất

Xuất xứ: Trung Quốc

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SKU: 1924106324

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NS
Lexington, 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
Lake Worth, 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
Charlottesville, 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
V
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Vincent Marias
Natrona Heights, 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
Belleville, 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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