SKU: 4035365567

Beheizbare Hose PRO | USB

Sale price$125.95 Regular price$139.95
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Description

Beheizbare Hose PRO | USBDie beheizten Hosen von BERTSCHAT wurden fr alle, die schnell unter kalten Beinen leiden entwickelt. Mit drei Heizbereichen an taktischen Punkten werden die Beine erwrmt. Ideal, um diese unter Ihrer Kleidung zu tragen. Die beheizte Hose wird mit einem kostenlosen zustzlichen Akku geliefert, sodass Sie doppelt so lange heizen knnen und sind mit USB wiederaufladbar. Akku und Mechanismus Es stehen drei verschiedene Batterieoptionen zur Verfgung: Normal:

Die beheizten Hosen von BERTSCHAT® wurden für alle, die schnell unter kalten Beinen leiden entwickelt. Mit drei Heizbereichen an taktischen Punkten werden die Beine erwärmt. Ideal, um diese unter Ihrer Kleidung zu tragen. Die beheizte Hose wird mit einem kostenlosen zusätzlichen Akku geliefert, sodass Sie doppelt so lange heizen können und sind mit USB wiederaufladbar. 

Akku und Mechanismus
Es stehen drei verschiedene Batterieoptionen zur Verfügung:

  • Normal: Dieser Standard-Akkupack besteht aus zwei 3.000-mAh-Akkus. Damit können Sie bis zu 5 Stunden* heizen.
  • Stark: Der beliebteste Akkupack enthält zwei leistungsstarke 3.800-mAh-Akkus. Die höhere Kapazität ermöglicht es Ihnen, länger zu heizen, mit einer maximalen Heizzeit von 7 Stunden*.
  • Power: Möchten Sie sorgenfrei unterwegs sein und das Beste aus Ihrem Produkt herausholen? Dann entscheiden Sie sich für unseren leistungsstärksten Akkupack. Es enthält 2 extrem leistungsstarke 4.000-mAh-Akkus, die Ihr Produkt bis zu 8 Stunden lang mit Energie versorgen*.

*Die Heizdauer ist eine Schätzung. Die endgültige Heizdauer hängt von mehreren Faktoren ab, unter anderem von der Heizstufe und der Umgebungstemperatur.

Batterieanzeige: Möchten Sie jederzeit wissen, wie viel Energie in Ihrer Batterie noch vorhanden ist? Wählen Sie dann die Option "Mit Batterieanzeige" aus dem Dropdown-Menü. Sie können den Batteriestatus jederzeit überprüfen, indem Sie die Ein-/Aus-Taste am Gerät drücken.

Heizflächen
Die beheizte Hose hat drei große Heizflächen. Es gibt eine Zone auf beiden Knien und eine große Heizfläche am unteren Rücken. Die Hose ist ideal in Kombination mit dem beheizten Shirt, das Sie im den Kombi-Deal mitbestellen können.

Temperatur regulieren
Sie können die Temperatur der Hose ganz einfach in drei verschiedenen Wärmestufen (I, II, III) auf Knopfdruck einstellen. Das bedeutet, dass Sie immer die gewünschte Temperatur haben. Die Beheizung kann 68° Grad erreichen. Da ein zusätzlicher Akku im Lieferumfang enthalten ist, können Sie auch bei höchster Einstellung über einen längeren Zeitraum heizen. 

Geeignet für:
Die beheizte Hose kann für alle Zwecke verwendet werden. Von der Gartenarbeit bis zur Arbeit im Büro. Auch beim Wintersport oder sonstigen Outdoor-Aktivitäten eignet sich die Hose sehr gut. Die beheizte Hose ist durch das elastische Material sehr weich und schmiegt sich gut an die Haut an, so dass normale Hosen problemlos darüber getragen werden können. Dies bietet auch eine zusätzliche Isolationsschicht. 

Eigenschaften:

  • Lieferumfang: 2 wiederaufladbare Akkus (7,4 V - 3.000, 3.800 oder 4.000 mAh) +USB-Ladegerät.
  • Material: 90% Baumwolle,5% Polyester, 5% Elasthan und antibakteriell
  • Drei große Heizflächen
  • Farbe schwarz
  • Temperatur bis zu 68° Grad
  • USB wiederaufladbar
  • waschbar
  • Unisex-Modell
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SKU: 4035365567

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4.3 ★★★★★
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Tinkerer
Los Angeles, 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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robert thompson
Houston, 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
Belleville, 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
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Verified Purchase
Joan Rubio
Dallas, 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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Piotr S.
Boise, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019

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