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Description
SR3XT101BDMain Range of product Zelio Logic Product or component type Discrete I O extension module Complementary Number or control scheme lines 120 with ladder programming Cycle time 690 ms Backup time 10 years at 25 C Clock drift 12 min year at 055 C Checks Program memory on each power up [Us] rated supply voltage 24 V DC Supply voltage limits 19. 230 V Reverse polarity protection With Discrete input number 6 conforming to EN IEC 61131 2 type 1 Discrete input
Main
| Range of product | Zelio Logic |
| Product or component type | Discrete I/O extension module |
Complementary
| Number or control scheme lines | 120 with ladder programming |
| Cycle time | 6…90 ms |
| Backup time | 10 years at 25 °C |
| Clock drift | 12 min/year at 0…55 °C |
| Checks | Program memory on each power up |
| [Us] rated supply voltage | 24 V DC |
| Supply voltage limits | 19.2…30 V |
| Reverse polarity protection | With |
| Discrete input number | 6 conforming to EN/IEC 61131-2 type 1 |
| Discrete input type | Resistive |
| Discrete input voltage | 24 V DC |
| Discrete input current | 4 mA |
| Counting frequency | 1 kHz for discrete input |
| Voltage state 1 guaranteed | >= 15 V for I1...IA and IH...IR discrete input circuit >= 15 V for IB...IG used as discrete input circuit |
| Voltage state 0 guaranteed | <= 5 V for I1...IA and IH...IR discrete input circuit <= 5 V for IB...IG used as discrete input circuit |
| Current state 1 guaranteed | >= 1.2 mA (IB...IG used as discrete input circuit) >= 2.2 mA (I1...IA and IH...IR discrete input circuit) |
| Current state 0 guaranteed | <= 0.5 mA (IB...IG used as discrete input circuit) <= 0.75 mA (I1...IA and IH...IR discrete input circuit) |
| Input compatibility | 3-wire proximity sensors PNP for discrete input |
| Input impedance | 12 kOhm for IB...IG used as discrete input circuit 7.4 kOhm for I1...IA and IH...IR discrete input circuit |
| Number of outputs | 4 relay |
| Output voltage limits | 24...250 V AC (relay output) 5...30 V DC (relay output) |
| Contacts type and composition | NO for relay output |
| Output thermal current | 8 A for all 4 outputs for relay output |
| Electrical durability | AC-15: 500000 cycles at 230 V, 0.9 A for relay output conforming to EN/IEC 60947-5-1 AC-12: 500000 cycles at 230 V, 1.5 A for relay output conforming to EN/IEC 60947-5-1 DC-13: 500000 cycles at 24 V, 0.6 A for relay output conforming to EN/IEC 60947-5-1 DC-12: 500000 cycles at 24 V, 1.5 A for relay output conforming to EN/IEC 60947-5-1 |
| Switching capacity in mA | >= 10 mA at 12 V (relay output) |
| Operating rate in Hz | 0.1 Hz (at Ie) for relay output 10 Hz (no load) for relay output |
| Mechanical durability | 10000000 cycles for relay output |
| [Uimp] rated impulse withstand voltage | 4 kV EN/IEC 60947-1 and EN/IEC 60664-1 |
| Response time | 10 ms (from state 0 to state 1) for relay output 5 ms (from state 1 to state 0) for relay output |
| Connections - terminals | Screw terminals, 1 x 0.25...1 x 2.5 mm² (AWG 24...AWG 14) flexible with cable end Screw terminals, 2 x 0.25...2 x 0.75 mm² (AWG 24...AWG 18) flexible with cable end Screw terminals, 1 x 0.2...1 x 2.5 mm² (AWG 25...AWG 14) semi-solid Screw terminals, 1 x 0.2...1 x 2.5 mm² (AWG 25...AWG 14) solid Screw terminals, 2 x 0.2...2 x 1.5 mm² (AWG 24...AWG 16) solid |
| Tightening torque | 0.5 N.m |
| Overvoltage category | III conforming to EN/IEC 60664-1 |
| Net weight | 0.2 kg |
Environment
| Product certifications | GL C-Tick UL GOST CSA |
| Standards | EN/IEC 61000-4-4 level 3 EN/IEC 61000-4-2 level 3 EN/IEC 61000-4-3 EN/IEC 61000-4-12 EN/IEC 61000-4-11 EN/IEC 60068-2-6 Fc EN/IEC 60068-2-27 Ea EN/IEC 61000-4-6 level 3 EN/IEC 61000-4-5 |
| IP degree of protection | IP20 (terminal block) conforming to IEC 60529 IP40 (front panel) conforming to IEC 60529 |
| Environmental characteristic | EMC directive conforming to EN/IEC 61000-6-2 EMC directive conforming to EN/IEC 61000-6-3 EMC directive conforming to EN/IEC 61000-6-4 EMC directive conforming to EN/IEC 61131-2 zone B Low voltage directive conforming to EN/IEC 61131-2 |
| Disturbance radiated/conducted | Class B conforming to EN 55022-11 group 1 |
| Pollution degree | 2 conforming to EN/IEC 61131-2 |
| Ambient air temperature for operation | -20…40 °C in non-ventilated enclosure conforming to IEC 60068-2-1 and IEC 60068-2-2 -20…55 °C conforming to IEC 60068-2-1 and IEC 60068-2-2 |
| Ambient air temperature for storage | -40…70 °C |
| Operating altitude | 2000 m |
| Maximum altitude transport | 3048 m |
| Relative humidity | 95 % without condensation or dripping water |
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 |
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4.8 ★★★★★
Based on 915 reviews
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Product Reviews
★★★★★ 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
★★★★★ 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
★★★★★ 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
★★★★★ 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
★★★★★ 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