SKU: 66162112571

米大師 master mi 免煮快餐-日式咖哩雞肉丼飯(400g*入)

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米大師 master mi 免煮快餐-日式咖哩雞肉丼飯(400g*入)master mi (400g*) + Q L L 5' 5' DL 5' 5' 400g 200g75g DHL

米大師 master mi 免煮快餐-日式咖哩雞肉丼飯(400g*入)

|常溫新鮮熟飯+調理包!食用輕鬆方便
|料豐味美,一餐一份超飽足~
|選用一等米,以獨家滅菌技術蒸煮,米飯香Q又彈牙!
|簡單加熱,美味獨享,隨時開飯!
|絕無添加防腐劑,可常溫存放一年!

以蔬果熬煮醬汁,香滑濃稠,口味甘甜多層次,大人小孩最愛的國民美食!

品名:免煮快餐-日式咖哩雞肉丼飯

成分:【飯包】水、白米、玄米油、米 醋(水、糯米)【調理包】水、雞肉、 紅蘿蔔、切角蕃茄、馬鈴薯、洋蔥、 大豆沙拉油、小麥粉、砂糖、食鹽、 咖哩粉(咖哩粉、陳皮)、蕃茄糊、乙醯化己二酸二澱粉、蒜仁、薑、酵母粉、 L-麩酸鈉雞肉精粉(雞肉麥芽糊精、 鹽、L-麩酸鈉、糖、5'-次黃嘌呤核苷 磷酸二鈉、5'-鳥嘌呤核苷磷酸二鈉、 胺基乙酸、DL-胺基丙酸、香料)、玉 米糖膠、薑黃粉、咖哩香料、小茴香 粉(小茴香、二氧化矽)、水解大豆蛋 白調味粉(大豆水解蛋白、鹽)、羧甲 基纖維素鈉、胺基乙酸、調味劑(5'- 鳥嘌呤核苷磷酸二鈉、5'-次黃嘌呤核 苷磷酸二鈉)、丁香粉、荳蔻粉、肉桂 粉、白胡椒粉、檸檬酸鈉、紅椒粉、 胡荽粉、琥珀酸二鈉、綠荳蔻粉、凱 莉茴香粉、眾香子粉(公丁香、荳蔻、肉桂)、八角粉 過敏原:本產品含有麩質、大豆,食 物過敏者請留意。本產品生產製程廠 房其設備或生產線有處理甲殼、花生、芝麻、奶、蛋、堅果、魚。
淨重:400g (調理包內容量200g,固形量75g)
原產地:台灣
葷素類別:葷

保存條件:常溫儲存,請避免放 置於陽光直射、高溫潮濕之場所。 注意事項:內容物包裝如有膨 脹或破損,請勿食用。加熱後 請小心燙口。開封後請儘早食用完畢,勿隔餐。

‼️如果訂購此商品選DHL運輸、台灣小幫手會看當時的情況來決定是否將此商品的運輸改成郵局陸空。如果需要更改我們會郵件通知您、謝謝理解。

 

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SKU: 66162112571

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robert thompson
Battle Creek, 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
Natrona Heights, 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
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
P
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Piotr S.
San Leandro, 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
T
Verified Purchase
Tyler aldrich
Natrona Heights, US
★★★★★ 4
An Invaluable Book
Format: Hardcover, Format: Hardcover
Game Engine Architecture" by Jason Gregory has proven to be a treasure trove of knowledge, especially in the realms of lower-level computer programming and the inner workings of CPUs. The first third of the book, which I have thoroughly enjoyed, dives deep into the intricacies of memory management and concurrent programming. Gregory’s explanations are so lucid and engaging that the complex concepts of memory orders such as relaxed, release, and acquire have become clear to me, showcasing their critical roles in programming. What is particularly remarkable is how the book's first 400 pages serve not just as a guide to game engine architecture, but also stand on their own as an excellent introduction to computer science. It's a testament to the author's skill in distilling complex material into digestible content that even those without a vested interest in game development would find immense value in. However, a caveat I must mention is the book's physical heft. Its size and bulk make it somewhat unwieldy, and I learned this the hard way when it fell from my desk. The impact caused the page binding to tear away from the hard cover, which was disappointing considering the book's cost. Nevertheless, with some craftiness involving thick drawing paper and glue, I managed to repair it. If the author adds any more information to the next edition, it'd probably be best to turn this into a 2-3 volume set to manage the size. Despite this setback, the book remains an invaluable resource. Its depth and clarity are unmatched, making it a worthy addition to any tech enthusiast's library. Just be sure to handle it with care.
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Reviewed in the United States on November 11, 2023

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