SKU: 76888517993
alcyon rennrad

alcyon rennrad Alan Competizione 54CM Vintage Rennrad L'Eroica

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alcyon rennrad Alan Competizione 54CM Vintage Rennrad L'EroicaDie italienische Marke Alan ist weltweit bekannt fr ihre gelteten Aluminiumrahmen mit klassischen Muffen ein echter Pionier in der Verbindung aus Leichtbau und traditioneller Optik. Der hier angebotene Alan Competizione stammt aus den spten 1980er Jahren und wurde mit viel Bedacht auf Gewicht, Stil und Fahrqualitt aufgebaut. Mit einem Gesamtgewicht von nur 7,8 kg ist dieses Rad ideal fr anspruchsvolle Klassiker Veranstaltungen wie die LEroica. Der

Die italienische Marke Alan ist weltweit bekannt für ihre gelöteten Aluminiumrahmen mit klassischen Muffen – ein echter Pionier in der Verbindung aus Leichtbau und traditioneller Optik. Der hier angebotene Alan Competizione stammt aus den späten 1980er Jahren und wurde mit viel Bedacht auf Gewicht, Stil und Fahrqualität aufgebaut. Mit einem Gesamtgewicht von nur 7,8 kg ist dieses Rad ideal für anspruchsvolle Klassiker-Veranstaltungen wie die L’Eroica.

Der Rahmen besteht aus Aluminiumrohren, die in typische Alan-Muffen eingelötet sind – optisch nahe an einem Stahlrahmen, technisch jedoch deutlich leichter. Die originale blaue Lackierung ist gut erhalten und sorgt in Kombination mit der klassischen Geometrie für ein stimmiges Gesamtbild.

Die Ausstattung ist ein funktioneller Mix aus hochwertigen Komponenten: Campagnolo Super Record Umwerfer, Shimano Dura-Ace Crane Schaltwerk, Modolo Schalthebel und eine Sugino Mighty Kurbelgarnitur (53/42 Zähne, 171 mm). Gebremst wird mit einer CLB Bremsanlage, montiert sind FT Bologna Naben auf Mavic GP4 Felgen, bespannt mit Wolber Classic Reifen – stilecht und zuverlässig.

Das Cockpit besteht aus einem 3T Vorbau, einem Italmannubri Super Racing Lenker sowie einer Selle San Marco Sattelstütze mit passendem San Marco Sattel. Die Pedale sind Suntour Cyclone – robust, leicht und im passenden Look.

Mit 54 cm Rahmenhöhe, 54 cm Oberrohr und 80 cm Überstandshöhe eignet sich das Rad für Fahrer zwischen ca. 170–178 cm Körpergröße. Durch das geringe Gewicht und die direkte Geometrie fährt sich das Rad sehr agil – ideal für Anstiege, Kopfsteinpflaster und lange Tage im Sattel.

Ein besonderes Vintage-Rad für alle, die italienische Rahmenbaukunst, geringes Gewicht und einen sportlichen Charakter suchen – und dabei nicht auf L’Eroica-Zulassung verzichten wollen.

Spezifikationen:

Innenlager: -
Steuerlager: Stronglight
Naben: FT Bologna
Felgen: Mavic GP4
Mäntel: Wolber Classic

Bremsen: CLB
Bremshebel: CLB
Schalthebel: Modolo
Umwerfer: Campagnolo Super Record
Schaltwerk: Shimano Dura-Ace Crane
Kettenradgarnitur: Sugino Mighty, 53/42 Zähne, 171mm

Vorbau: 3T
Lenker: Italmanubri Super Racing
Sattelstütze: Selle San Marco
Sattel: San Marco
Pedale: Suntour Cyclone

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SKU: 76888517993

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M
mohammed
West Palm Beach, US
★★★★★ 5
We need more people like Ross!
Format: eTextbook
Ross work is must-read for people who are enthusiasts about security or professionals in the field.
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Reviewed in the United States on December 28, 2021
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Znapp
Belleville, US
★★★★★ 5
An absolute must for everyone dabbling with Unity 6 Game Development
Format: Paperback
Half of this book is about C# (until Chapter 6), and the other half is about actually making games. The book is very well written, and it is everything I needed to get a few problems solved with Unity 6 projects. I love how clearly things are explained, and the only thing I wish for is that I was able to spend more time delving into this while maintaining my financial status...
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Reviewed in the United States on January 3, 2026
C
Christopher West
Grantham, US
★★★★★ 5
A Seasoned Developer's Fresh Perspective on Game Development
Format: Paperback
Finally, a game dev book that respects your existing programming knowledge As someone who's spent two decades architecting enterprise web applications in C# and ASP.NET, I approached game development with what I thought was a solid foundation. I was wrong—not about C#, but about how differently it's applied in game engines. After five frustrating years of trying to bridge that gap through scattered tutorials and documentation, Harrison Ferrone's eighth edition finally gave me the structured path I needed. What This Book Gets Right for Experienced Developers: The pacing is deceptive. Yes, it starts with programming fundamentals, but don't skip ahead. Ferrone's approach to OOP in the context of Unity's component architecture was revelatory. In web dev, I'd been writing services, repositories, and dependency injection for years. Here, the MonoBehaviour lifecycle and component-based thinking required a genuine mental shift that the book handles exceptionally well in chapters 5-6. Chapter 10's revisit of types and methods isn't redundant—it's strategic. By this point, you've written enough Unity scripts to appreciate why game code patterns differ from traditional enterprise patterns. The discussion of value types vs reference types hits differently when you're optimizing frame rates instead of HTTP response times. The Unity 6 Update Matters: Having struggled with outdated Unity tutorials for years, the Unity 6-specific content is invaluable. The screenshots are comprehensive (full-screen mode can make text small, but the GitHub repo and graphics bundle solve this). More importantly, the code samples reflect current Unity APIs and best practices, not deprecated approaches that still litter Stack Overflow. Where It Shines for Career Transitioners: Chapters 11-13 are worth the price alone. LINQ in Unity isn't just about querying collections—it's about performance considerations I never had to think about in web apps. The coverage of generics, delegates, and events finally connected how Unity's event system relates to patterns I already knew, but in a real-time context where every allocation matters. The serialization chapter (12) bridged my understanding of data persistence from databases and JSON APIs to Unity's PlayerPrefs and ScriptableObjects. This practical grounding is what most tutorials skip. Minor Quibbles: The FPS prototype is solid for learning, but I wish there was more discussion of common anti-patterns experienced developers bring from other domains. I still catch myself over-engineering solutions when Unity's component system offers simpler approaches. Also, while the book touches on performance, those coming from async/await-heavy web development will need supplementary resources on Unity's coroutines and the Job System for more complex scenarios. Bottom Line: If you're a professional developer trying to break into game development, stop collecting random Udemy courses. This book provides the structured progression and context-appropriate examples that respects your intelligence while teaching you to think like a game developer. The C# you know is necessary but not sufficient—Ferrone bridges that gap methodically. After years of false starts, I finally have a working game prototype and, more importantly, the mental models to keep building. That's worth significantly more than the cover price. Disclosure: I received an advance review copy from Packt Publishing. This honest review reflects my genuine experience as a career-changing developer.
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Reviewed in the United States on October 21, 2025
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Blake Lynch
Lowell, US
★★★★★ 5
A Worthy Touchstone for Anyone Who Wants to Master Unity
Format: Paperback
Harrison Ferrone’s Learning C# by Developing Games with Unity 6 is one of the strongest beginner-to-intermediate Unity guides I’ve read: carefully structured, patient in its explanations, and quietly packed with insight about how Unity 6 and C# truly work together. I read the physical edition while sitting in front of a blank Unity project, and the experience felt like having a seasoned sailor point out the currents of a river I’ve been navigating for years. You see the familiar terrain differently. The book’s early decision to spend real time on C# fundamentals is a welcome choice. Most Unity books skip past the language; Harrison slows down, defines concepts, and gives you enough clarity that when you finally enter Unity, you understand why things behave the way they do. Those chapters are dense in the best way: they prep beginners to stand on solid ground and give experienced users a clean, refreshed mental model of the language under the engine. Ferrone’s real strength is his voice. He strikes a balance I rarely see in technical writing: conversational introductions that explain what you’re about to learn and why it matters, followed by crisp, accessible technical walkthroughs. The pacing (explanation → example → implementation) is excellent. And the inclusion of ready-to-use assets removes one of the biggest barriers for new developers who want to understand systems without getting lost creating placeholder art. The book doesn’t talk down to anyone. It makes Unity feel more accessible without flattening its complexity. Beginners will come away with genuine competence; advanced users will appreciate the clear framing of new Unity 6 tools and the subtle recognition of how AI-assisted coding is shaping modern workflows. It’s a guide you can read once for understanding, then keep at your desk as a reference. If you’re a serious hobbyist, a technically inclined beginner, or someone who’s ready to work through your first real project, this is the Unity book I’d hand you first. It bridges concept and execution with clarity and confidence, and it does so with a tone that feels patient, practical, and quietly encouraging. In a space crowded with copy-paste tutorials, Harrison Ferrone has written a Unity 6 guide with real staying power.
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Reviewed in the United States on December 16, 2025
M
Mel
Dallas, US
★★★★★ 4
Pretty good beginner book, very user friendly covers Development and Design
Format: Paperback, Format: Paperback
I enjoy learning Game Dev, but I research books because many authors promise a lot and deliver half or not at all and I have to put the book down. This book was pretty good. I appreciate the author explaining things, and remember he's writing a book for beginners. There's also a good amount of pics in the book, and I dislike a book with no pics. Also, he breaks it down very simply and explains that you're not going to learn the entire Unity ecosystem, but rather a beginner-level understanding to get a person started. I enjoyed this book and will definitely go over particular info again. They have a Discord group and a newsletter with tips and it also goes over Game Design. I was surprised to see this, and maybe it's new to me, and I like the analogy of explaining complex terms. A con of the book is that as it progresses, it starts to come off as advanced in scripting, and I turned to AI for additional explanations. Still, the author did explain in advance that it's about to get more advanced, but that's me going deeper into the meaning and explanations. Other than that, it's a good read that you will go to more than once and has practical info to help you on your Unity journey.
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Reviewed in the United States on December 1, 2025

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