DURACELL - PLUS POWER 100 ALKALINE BATTERY AAA LR03 BLISTER * 10
SKU: 85848834756

DURACELL - PLUS POWER 100 ALKALINE BATTERY AAA LR03 BLISTER * 10

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DURACELL - PLUS POWER 100 ALKALINE BATTERY AAA LR03 BLISTER * 10Las pilas AAA son utilizadas comnmente en los pequeos dispositivos electrnicos, tales como los mandos a distancia de TV, los reproductores de MP3 y las cmaras digitales. Los dispositivos que, trabajando al mismo voltaje, requieren mayores intensidades de corriente, utilizan pilas de mayor tamao del tipo AA. Las pilas AA tienen tres veces la capacidad que las pilas AAA. Sin embargo, con el aumento de la eficiencia y la miniaturizacin de la electrnica

Las pilas AAA son utilizadas comúnmente en los pequeños dispositivos electrónicos, tales como los mandos a distancia de TV, los reproductores de MP3 y las cámaras digitales. Los dispositivos que, trabajando al mismo voltaje, requieren mayores intensidades de corriente, utilizan pilas de mayor tamaño del tipo AA.

Las pilas AA tienen tres veces la capacidad que las pilas AAA. Sin embargo, con el aumento de la eficiencia y la miniaturización de la electrónica moderna, muchos productos que habían sido diseñados para utilizar pilas AA están siendo sustituidos por los modelos que aceptan las pilas AAA. Una pila AAA mide 44,5mm de longitud y 10,5mm de diámetro.

Las pilas alcalinas AAA pesan alrededor de 11,5 gramos cada una, mientras que las pilas AAA de litio pesan aproximadamente 7,6 gramos, y las pilas recargables (Ni-MH) normalmente pesan entre 14 y 15 gramos. La tensión nominal de las pilas AAA alcalinas y de litio es de 1,5V, mientras que las pilas de Ni-MH o NiCd es de 1,2V. La capacidad de las pilas AAA alcalinas normalmente son de 900 a 1155mAh (3240 a 4158 culombios).

– Modelo: DUR14709

– Marca: Duracell

– Tipo: AAA LR03

– Voltaje: 1.5V

– Usos: Relojes de Pared, Afeitadoras Gillette, Teclados & Ratones, Mandos a Distancia, Linternas, Juguetes...

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SKU: 85848834756

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Tinkerer
Port Orchard, 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
Chelsea, 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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Vincent Marias
West Palm Beach, 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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Joan Rubio
Birmingham, 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.
Birmingham, 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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