SKU: 5146719647

Instant Mosaic Upscale Designs by Ema 16-Pack 3-in x 6-in Glossy Glass Subway Peel & Stick Tile

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Description

Instant Mosaic Upscale Designs by Ema 16-Pack 3-in x 6-in Glossy Glass Subway Peel & Stick TileTile size is 3 In. x 6 In. x 2mm There are 48 tiles per pack covering 6 Sq Ft Easy installation in minutes by simply peeling and sticking on drywall or existing tiles Samples are available in 3 In. x 6 In. and are not refundable or exchangeable Features Collection Name Upscale Designs by Ema Sub Brand N A Edge Type Beveled Style Transitional Tile Shape Rectangular Mosaic Pattern N A Material Glass Finish Glossy Surface Type Smooth Installation Type

Tile size is 3 In. x 6 In. x 2mm There are 48 tiles per pack covering 6 Sq Ft Easy installation in minutes by simply peeling and sticking on drywall or existing tiles Samples are available in 3 In. x 6 In. and are not refundable or exchangeable

Features
Collection Name Upscale Designs by Ema
Sub-Brand N/A
Edge Type Beveled
Style Transitional
Tile Shape Rectangular
Mosaic Pattern N/A
Material Glass
Finish Glossy
Surface Type Smooth
Installation Type Peel-and-stick
Indoor/Outdoor Indoor/Outdoor
ADA Compliant No
Chemical Resistant Yes
Commercial/Residential Commercial/Residential
Actual Thickness (Millimeters) 6
Actual Width (Inches) 2.95
Actual Length (Inches) 5.9
Square Footage Per Piece (Sq. Feet) 0.125
Square Footage Per Carton (Sq. Feet) 6
PEI Rating Not rated
Breaking Strength in Pounds 0-250
Frost Resistant No
Water Absorption Impervious
Shade Variation V1 (uniform appearance)
Manufacturer Color/Finish N/A
Warranty None
Sold As Carton
CA Residents: Prop 65 Warning(s) No
For Use with Bathroom Walls Yes
For Use with Garage Floors No
For Use with Kitchen Counters No
For Use with Pools No
For Use with Shower Floors No
Sealant Required No
Stone Type N/A
Tile Color/Finish Family Multicolor
UNSPSC 30161700
Length Measurement 6-in
Tile Look Subway
Water Protection Waterproof
Common Measurement (W x L) 3-in x 6-in
Sample Item Number N/A
Can be Used as Accent Tile Yes
For Use with Fireplace Exteriors Yes
For Use with Garage Walls Yes
Package Quantity 16
Dynamic Coefficient of Friction (DCOF) N/A
For Use with Kitchen Backsplashes Yes
For Use with Patios Yes
For Use with Bathroom Floors No
For Use with Shower Walls Yes
Width Measurement 3-in
Sample Available No

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Exchange/Return Notes
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SKU: 5146719647

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4.1 ★★★★★
Based on 12 reviews
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Product Reviews
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Thomas J. Shandorf
Carnegie, US
★★★★★ 5
Comprehensive, clear and coherent!
Format: Paperback
The iTEP Practice Guide combines a no-nonsense approach to the specific iTEP tests and at the same time offers exercises that task the student with what they need to know. Exercises not only serve the purpose of scoring well, but the overall approach is communicative competence. We use the text in our group and one-to-one classes with very positive--and lasting--results.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on July 23, 2019
S
Verified Purchase
Sarah Sofía Ortiz Campos
New York, US
★★★★★ 1
No recomiendo
Format: Paperback
Muy malo, no vine completo, además se demoró mucho más de lo que decía al momento de comprarlo. Solo aplazaban la fecha de entrega sin consultar cómo afectaba al cliente. Yo tuve que presentar el examen sin el libro, porque no llegó en la fecha que decía al comprarlo y después se cambió 3 veces la fecha, casi cumpliendo el mes.
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Reviewed in the United States on December 30, 2025
N
Verified Purchase
NS
New York, US
★★★★★ 1
price
Format: Paperback
Price is high
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on April 15, 2026
T
Verified Purchase
Tinkerer
Lexington, 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
R
Verified Purchase
robert thompson
Cuba, 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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