ZCKM7
SKU: 74186916256

ZCKM7

Sale price$49.34 Regular price$54.82
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Description

ZCKM7Main Range of product OsiSense XC Series name Standard format Product or component type Limit switch body Device short name ZCKM Body type Fixed Product compatibility XCKM Associated head ZCKD15 ZCKD109 ZCKD16 ZCKD17 ZCKD05 ZCKD029 ZCKD06 ZCKD10 ZCKD08 ZCKD239 ZCKD41 ZCKD81 ZCKD219 ZCKD02 ZCKD23 ZCKD91 ZCKD59 ZCKD21 Body material Metal Cable entry 3 entries tapped for Pg 11 cable gland Number of poles 2 Contacts type and composition 2 NC Contact

Main
Range of product OsiSense XC
Series name Standard format
Product or component type Limit switch body
Device short name ZCKM
Body type Fixed
Product compatibility XCKM
Associated head ZCKD15
ZCKD109
ZCKD16
ZCKD17
ZCKD05
ZCKD029
ZCKD06
ZCKD10
ZCKD08
ZCKD239
ZCKD41
ZCKD81
ZCKD219
ZCKD02
ZCKD23
ZCKD91
ZCKD59
ZCKD21
Body material Metal
Cable entry 3 entries tapped for Pg 11 cable gland
Number of poles 2
Contacts type and composition 2 NC
Contact operation Slow-break, simultaneous
Number of steps 1 1 position
Contacts material Silver plated contacts
Complementary
Local display Without
Electrical connection Screw-clamp terminals, clamping capacity: 1 x 0.5...2 x 2.5 mm²
Positive opening With
Minimum actuation speed 6 m/min
[Ie] rated operational current 3 A at 240 V, AC-15, A300 conforming to EN/IEC 60947-5-1 appendix A
0.27 A at 250 V, DC-13, Q300 conforming to EN/IEC 60947-5-1 appendix A
[Ithe] conventional enclosed thermal current 10 A
[Ui] rated insulation voltage 500 V (pollution degree 3) conforming to IEC 60947-1 for contact block
300 V conforming to CSA C22.2 No 14 for contact block
300 V conforming to UL 508 for contact block
Maximum resistance across terminals 0.25 mOhm conforming to IEC 60255-7 category 3
[Uimp] rated impulse withstand voltage 4 kV IEC 60664
6 kV IEC 60947-1
Short-circuit protection 6 A cartridge fuse, type gG
Electrical durability 5000000 cycles, DC-13 24 V, 10 W, operating rate <60 cyc/mn, load factor: 0.5 conforming to IEC 60947-5-1 appendix C
5000000 cycles, DC-13 48 V, 7 W, operating rate <60 cyc/mn, load factor: 0.5 conforming to IEC 60947-5-1 appendix C
5000000 cycles, DC-13 120 V, 1 W, operating rate <60 cyc/mn, load factor: 0.5 conforming to IEC 60947-5-1 appendix C
Width 64 mm
Height 64 mm
Depth 30 mm
Net weight 0.21 kg
Terminals description ISO n°1 (13-14)NO
(33-34)NO
(31-32)NC
Environment
IP degree of protection IP66
IK degree of protection IK05
Ambient air temperature for operation -25…70 °C for standard environment
Ambient air temperature for storage -40…70 °C
Environmental characteristic Standard environment
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
Environmental Disclosure
Product Environmental Profile
Circularity Profile No need of specific recycling operations
Contractual warranty
Warranty 18 months
Shipping Notes
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Exchange/Return Notes
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SKU: 74186916256

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4.0 ★★★★★
Based on 2128 reviews
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Product Reviews
T
Verified Purchase
Tinkerer
Draper, 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.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on August 18, 2019
R
Verified Purchase
robert thompson
Charlottesville, 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.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on February 6, 2022
V
Verified Purchase
Vincent Marias
Port Orchard, 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.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on October 29, 2024
J
Verified Purchase
Joan Rubio
Bozeman, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on October 15, 2025
P
Verified Purchase
Piotr S.
Fort Morgan, 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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