SKU: 71283552047

Apple Tree - Kingston Black

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Description

Apple Tree - Kingston BlackApple Tree Kingston Black Kingston Black is probably the best vintage cider variety. Although susceptible to canker and scab, if you want only one variety of cider apple Kingston Black is probably the one, although Dabinett, Yarlington Mill and Foxwhelp also make excellent quality single varietal cider. Kingston Black cider is justifiably among one of the most expensive you can buy, and has recently been championed by producers like Julian Temperley.

Apple Tree - Kingston Black

Kingston Black is probably the best vintage cider variety. Although susceptible to canker and scab, if you want only one variety of cider apple Kingston Black is probably the one, although Dabinett, Yarlington Mill and Foxwhelp also make excellent quality single varietal cider. Kingston Black cider is justifiably among one of the most expensive you can buy, and has recently been championed by producers like Julian Temperley.

Supplier: Adam's Apples and R.V. Roger Ltd

Depending on the tannin and acidity of their juice, cider apples are divided into bittersweets, bittersharps, sweets, and sharps. Most cider orchards are a mixture of varieties, making a blended cider, but there are some individual ciders made - for example, Kingston Black. They will only grow in the West, where conditions suit them, and are particularly concentrated in Somerset and Herefordshire. See our section on Pollination Groups to help you select your apple trees.

As the norm we use M106 (or "MM106") rootstocks for all of our apple trees, and sometimes the larger M25. These rootstocks were created specifically for use in the UK and produce healthy, heavy cropping trees for our weather conditions. M106 produces a medium sized apple tree, around 4 metres tall, which can also be trained into a fan, cordon or espalier. M25 rootstock will produce the 6m standard trees of a traditional orchard, where they would be planted between 6 and 8 metres apart.

Please refer to our size guide for details.

 

Our Kingston Black apple trees are bare root, so they are only available between November and April. During lifting season, there will be a delay between placing the order and dispatching due to pressure of orders, which are dealt with in date sequence, and the weather. Orders taken from June-October will be confirmed in late October/ early November after a nursery stock take, for dispatch from November. Please consult our planting and care guide on receipt of your order.

Your purchase helps us support a range of charities, which are related to the products we sell.

Have a look at our videos on what to do when your plants arrive and how to plant a bare root tree.

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SKU: 71283552047

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robert thompson
Alexandria, 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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Vincent Marias
Bozeman, 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
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Joan Rubio
Fort Morgan, 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
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Piotr S.
Bozeman, 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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Tyler aldrich
Port Orchard, 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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