fiddle fig leaf Fiddle Leaf Fig | Ficus Lyrata
SKU: 71352207132
fiddle fig leaf

fiddle fig leaf Fiddle Leaf Fig | Ficus Lyrata

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Description

fiddle fig leaf Fiddle Leaf Fig | Ficus LyrataFicus Lyrata Fiddle Leaf Fig (Column Form) "Column" means it has foliage starting from the bottom all the way to the top of the plant. NOTE: We do not ship plants. You can only purchase for a "pick up" order. Sizes: 4" Pot 6" Pot at 10" Tall 8" Pot at 1. 5ft Tall 10" Pot at 3ft Tall 12" Pot at 4ft Tall 14" Pot at 6ft Tall 15 Gallon Pot at 7ft Tall *measurements are approximate and are taken from the ground up (including the planter) Growing Tips

Ficus Lyrata - Fiddle Leaf Fig (Column Form)

"Column" means it has foliage starting from the bottom all the way to the top of the plant.

NOTE: We do not ship plants.  You can only purchase for a "pick-up" order. 

Sizes:

4" Pot

6" Pot at 10" Tall

8" Pot at 1.5ft Tall

10" Pot at 3ft Tall

12" Pot at 4ft Tall 

14" Pot at 6ft Tall

15 Gallon Pot at 7ft Tall

*measurements are approximate and are taken from the ground up (including the planter)

Growing Tips 

🌤️ Fiddle Leaf Figs need lots of bright light.  They can even withstand and thrive with direct sun.  In tropical regions you can often see them being used as street trees, backyard trees, and even out in their natural environment. 

🏠 With that being said, if you have a Fiddle indoors they will usually do best directly in front of a window or within 4 feet from a south or west facing window.  If you have a north or east window you will want to keep it close to that window and be sure to keep the curtains/blinds open. 

💦Fiddles like to slightly dry between waterings.  If you let it get bone dry and leave it that way for too long you might start to see yellowing to crispy brown leaves.  Water to evenly moisten the soil but not to leave it overly soggy - aim for your plant to need water once per week.

TIP #1  When watering always keep in mind the season and temperature of your home.  You will need to adjust with regards to these environmental factors.   

TIP #2  Use some sort of way to measure the amount of water you are giving your plant so that you know how much to increase or decrease next time if needed.

TIP #3  Water your plants in place with a saucer under them.  This allows your plant a chance to soak up the water.  After a couple hours if there is still water in the saucer you can dump this out and this will also tell you how much water you can cut back next time. 

TIP #4  Try to water on a weekly basis, this will help to keep you consistent and to at least check on your plants once a week. 

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SKU: 71352207132

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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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Verified Purchase
Vincent Marias
Dallas, 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
J
Verified Purchase
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
P
Verified Purchase
Piotr S.
West Palm Beach, 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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Verified Purchase
Tyler aldrich
Chelsea, 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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