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Description
Joewell Cobalt Hair Cutting Shears() CBA 1 4. 5 "5"5. 5 " JOEWELL 450050005500 1 CBA 1: : JOEWELL : 4. 555. 5 : : : : 20 CBA 1 :
- 特長
| ハンドル位置 | クラシック(伝統的) |
| 鋼鉄 | 日本製プレミアムコバルトベース合金 CBA-1 |
| サイズ | 4.5 "、5"、および5.5 "インチ |
| 最先端 | オールラウンドな人 |
| 刃 | 標準のJOEWELLブレード |
| 仕上げ | サテン仕上げ |
| モデル | ジョーウェル コバルト 4500、5000、5500 |
| 付属品 |
- 詳細説明
ジョーウェル コバルト ヘアカット シザーで日本の職人技の真髄を体験してください。この優れたツールは、1 世紀以上にわたる専門知識を体現したもので、昔ながらの技術と最高級の素材が調和して融合されています。最も目の肥えたヘア アーティストのために細心の注意を払って設計されたこのプロ仕様のシザーは、パフォーマンスと耐久性において新しい基準を打ち立てました。
- 日本の高級コバルトベース合金 CBA-1: 比類のない鋭さの保持と並外れた耐久性を保証するエリートグレードの鋼
- オールラウンドな最先端: あらゆるヘアカット技術に優れた巧妙なデザイン
- 標準 JOEWELL ブレード: 非常に鋭く、非常に汎用性が高く、さまざまな切断方法に簡単に適応します。
- サイズ範囲: さまざまな好みやスタイリングのニーズに合わせて、4.5インチ、5インチ、5.5インチをご用意しています。
- クラシックハンドル: 人間工学に基づいた快適性と優れたコントロール性のために最適化された伝統的なデザイン
- サテン仕上げ: スムーズで摩擦のない操作を保証しながらプロフェッショナルな雰囲気を醸し出します
- 取り外し可能な指置き: 長時間のスタイリングセッション中の快適性を高め、疲労を軽減します。
- 並外れた長寿命: 適切なケアをすれば20年以上最高のパフォーマンスを維持できるように設計されています
- 専門家の意見
「ジョーウェル コバルト ヘア カッティング シザーは、優れたプレミアム コバルト ベース アロイ CBA-1 ブレードにより、精密なカットと鈍角カットの分野で真に優れています。これらのシザーは特にスライド カッティング テクニックに優れており、スタイリストはシームレスでほとんど気付かないような移行を作成できます。その驚くべき汎用性により、複雑なレイヤーから高度なドライ カッティング テクニックまで、さまざまなカッティング方法に完璧に適応できます。」
公式ページ: ジョーウェル コバルト シリーズ
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4.8 ★★★★★
Based on 2054 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