SKU: 98614871081

送料無料 お名前シール (スタンダード 算数セット 745ピース) くすみターコイズ

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送料無料 お名前シール (スタンダード 算数セット 745ピース) くすみターコイズ375 148 148 745 745 :60mm20mm(2) :43mm15mm(9) :30mm8mm(12) :23mm6. 5mm(32) 20mm5mm(80) ()5mm20mm(20) :15mm3mm(384) ():3mm15mm(32) :6mm4mm(99) :8mm4mm(75 1214 11 ( () 57() : A4 57() PC






【算数セット 745ピース】

はがしてぺたっと貼るだけの撥水シール。便利なカット済みなので、手間なく簡単&スピーディーです。
算数セットのおはじきやお金、計算棒にもぴったり貼れるサイズが新登場。ピース数が多いので、算数セット以外の鉛筆や定規などの文房具にもいろいろ貼ることができます。
シートは、はがしやすいガイド付き。先にガイドシールをはがすと、お名前シールに隙間ができて、細かいシールもはがしやすくなります。
水や汚れに強い撥水タイプなので、お弁当箱やコップなどのランチグッズにもピッタリ貼れます。
※ご使用前に取扱説明書を必ずお読み下さい。

特大:横60mm×縦20mm(2枚)
大:横43mm×縦15mm(9枚)
中:横30mm×縦8mm(12枚)
小:横23mm×縦6.5mm(32枚)
無地 小:横20mm×縦5mm(80枚)
無地 小(タテ):横5mm×縦20mm(20枚)
無地 極小:横15mm×縦3mm(384枚)
無地 極小(タテ):横3mm×縦15mm(32枚)
おはじき:横6mm×縦4mm(99枚)
お金・さいころ:横8mm×縦4mm(75枚

ひらがな・カタカナの場合12文字以内、アルファベットの場合14字以内となります。

・1シートに印字するお名前は1種類のみとなります。
・書体・印字の色は選べません。
・記号・罫線・ロゴの印字はできません。
・名前と苗字の間には自動的にスペースが入ります。

文字間の幅やバランスのご指定はお受けできません。
(当社で調整させていただきます。予めご了承ください。)

お名前シールの書体は、学校の教科書で学ぶ文字を使用しています。文字を覚えたての子供が、自然と正しい文字を覚えることができます。
※子供が間違いやすい「き」や「さ」などのつながり文字は使用しておりません。



※ゆうパケット便での発送となります。
※ご一緒にご注文いただいた他の商品とは別送となります。
※ご注文いただいてから通常5~7営業日での発送となります(土日祝は営業日外となります)。日時指定はできません。
※受付状況・配送状況によりお届けが遅れる場合がございますので、予めご了承ください。



受注生産のため、ご注文後の内容変更やキャンセルはできませんので、ご了承ください。

・シールを貼る際は、貼付面の汚れ、油分、水分を取り除いてからご使用ください。
・凹凸のある物やざらざらした面に貼ると、シールがはがれるおそれがあります。
・一度貼り付けたら、貼りなおしはお避けください。
・タワシなどで強くこすると、絵柄に傷がついたりシールがはがれるおそれがあります。
・手洗いをされる際は、印刷面をこすらないようにして洗ってください。
・電子レンジ、食器洗い機はご使用にならないでください。

※用紙サイズ:A4

素材:塩化ビニール 



納期:ご注文いただいてから通常5~7営業日での発送となります(土日祝は営業日外となります)。日時指定はできません。

配送:ゆうパケット便にて別送
※お名前シールの代金引換配送はご利用いただけませんのでご了承ください。

●商品の画像の色について
※お客様のモニター設定やPCの機種、室内環境等により、色味に違いが発生してしまう場合もございます。

●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。

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SKU: 98614871081

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4.3 ★★★★★
Based on 1703 reviews
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Verified Purchase
NS
Belleville, US
★★★★★ 1
price
Format: Paperback
Price is high
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Reviewed in the United States on April 15, 2026
T
Verified Purchase
Tinkerer
Alexandria, 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
Port Orchard, 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
Charlottesville, 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
Omaha, 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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