ZB4BV6
SKU: 33382589645

ZB4BV6

Sale price$9.90 Regular price$11.00
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Description

ZB4BV6Main Range of product Harmony XB4 Product or component type Complete body light block assembly Device short name ZB4 Fixing collar material Zamak Sale per indivisible quantity 1 Connections terminals Screw clamp terminals, <= 2 x 1. 5 mm with cable end Screw clamp terminals, >= 1 x 0. 22 mm without cable end Light source Bulb not included Bulb base BA 9s Light block supply Direct <2. 4 W [Us] rated supply voltage <= 250 V Complementary CAD overall

Main
Range of product Harmony XB4
Product or component type Complete body/light block assembly
Device short name ZB4
Fixing collar material Zamak
Sale per indivisible quantity 1
Connections - terminals Screw clamp terminals, <= 2 x 1.5 mm² with cable end
Screw clamp terminals, >= 1 x 0.22 mm² without cable end
Light source Bulb not included
Bulb base BA 9s
Light block supply Direct <2.4 W
[Us] rated supply voltage <= 250 V
Complementary
CAD overall width 30 mm
CAD overall height 47 mm
CAD overall depth 37 mm
Terminals description ISO n°1 (X1-X2)PL
Net weight 0.052 kg
Tightening torque 0.8…1.2 N.m conforming to EN 60947-1
Shape of screw head Cross compatible with Philips no 1 screwdriver
Cross compatible with pozidriv No 1 screwdriver
Slotted compatible with flat √ò 4 mm screwdriver
Slotted compatible with flat √ò 5.5 mm screwdriver
[Ui] rated insulation voltage 600 V (pollution degree 3) conforming to EN 60947-1
[Uimp] rated impulse withstand voltage 6 kV EN 60947-1
Signalling type Steady
Device presentation Basic sub-assemblies
Environment
Protective treatment TH
Ambient air temperature for storage -40…70 °C
Ambient air temperature for operation -40…70 °C
Electrical shock protection class Class I conforming to IEC 60536
Standards EN/IEC 60947-5-5
EN/IEC 60947-5-4
EN/IEC 60947-1
EN/IEC 60947-5-1
UL 508
CSA C22.2 No 14
JIS C8201-5-1
JIS C8201-1
Product certifications BV
RINA
CSA
UL listed
LROS (Lloyds register of shipping)
GL
DNV
Vibration resistance 5 gn (f= 2…500 Hz) conforming to IEC 60068-2-6
Shock resistance 30 gn (duration = 18 ms) for half sine wave acceleration conforming to IEC 60068-2-27
50 gn (duration = 11 ms) for half sine wave acceleration conforming to IEC 60068-2-27
Offer Sustainability
Sustainable offer status Green Premium product
REACh Regulation
REACh Declaration
EU RoHS Directive Pro-active compliance (Product out of EU RoHS legal scope)
EU RoHS Declaration
Mercury free Yes
RoHS exemption information
Yes
China RoHS Regulation
China RoHS declaration
Environmental Disclosure
Product Environmental Profile
Circularity Profile
End of Life Information
WEEE The product must be disposed on European Union markets following specific waste collection and never end up in rubbish bins
Contractual warranty
Warranty 18 months
Shipping Notes
  • Free Standard Shipping on $100+ Orders to the USA.
  • Except Preorder products are shipped in 48 hours.
  • Delivery to the USA:
  1. Standard Shipping : 3-10 business days
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Exchange/Return Notes
  • We offer a 30-day return/exchange service after receiving.
  • Final sale items are not eligible for returns or exchanges.
  • To process your return/exchange, please contact us at [email protected]
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SKU: 33382589645

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4.1 ★★★★★
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Tinkerer
Omaha, 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.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on August 18, 2019
R
Verified Purchase
robert thompson
Lake Worth, 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
Verified Purchase
Vincent Marias
Waukegan, 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
Fort Morgan, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on October 15, 2025
P
Verified Purchase
Piotr S.
Lowell, 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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