SKU: 39149103755

✅Audi Q5 S Line 2.0 Petrol 2012 REAR RIGHT CONTROL ARM 8K0505324H Warranty A276

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Description

✅Audi Q5 S Line 2.0 Petrol 2012 REAR RIGHT CONTROL ARM 8K0505324H Warranty A276Please ask price for supply and fitting service Description: REAR RIGHT CONTROL ARM 8K0505324H Vehicle details: Audi Q5 S Line 2. 0 Petrol 2012 144467 mileage Vehicle Identification No. WAUZZZ8R5CA091380 Model Audi Q5 qu. 2. 0 AQ5 Date of production 29. 02. 2012 Year 2012 Sales type 8RB06A Engine Code CDNC Transmission Code NXX Axle drive 8A Equipment QE Roof color 2Y Exterior color Paint Code 2Y S9R Please check pictures carefully and ensure your

Please ask price for supply and fitting service

Description:

REAR RIGHT CONTROL ARM 8K0505324H 

Vehicle details:

✅Audi Q5 S Line 2.0 Petrol 2012 

144467 mileage

Vehicle Identification No.
WAUZZZ8R5CA091380
Model
Audi Q5 qu. 2.0 AQ5
Date of production
29.02.2012
Year
2012
Sales type
8RB06A
Engine Code
CDNC
Transmission Code
NXX
Axle drive
8A
Equipment
QE
Roof color
2Y

Exterior color / Paint Code

2Y / S9R  

 

Please check pictures carefully and ensure your part is the same. 

TERMS:

 

All ECU's we are selling are removed from a vehicle without any reprogramming or resetting. PLEASE MAKE SURE YOU WILL BE ABLE TO INSTALL, RESET OR PROGRAM IT ON YOUR OWN, IF NEEDED.

 

Engines

 

Engine need to be fitted by qualified mechanics for any warranty to be valid. We recommend a new timing belt / cam belt kit, as this is one of the most common reasons for engine failure. Any accessories that are left on engine are free of charge and warranty on them does not apply, warranty only apply for bare engine. We ship our engines and gearboxes with no oil. Please refill the engine/gearbox with manufacturers recommended oil grade before attempting to start the engine

 

Warranty and Returns

Please Note: Unwanted orders will be collected subject to a 25% charge depending on your order (to cover the carrier's charges) this also includes failed deliveries after 3 attempts and refused orders at the point of delivery. This does not apply to products which are faulty - these will be collected/replaced free of charge.

All items come with a 30 days warranty from the date of purchase. Warranty relates to the supplied part(s) only, it expressly excludes any consequential loss & fitting/ labour charges. If an item arrive faulty, damaged or was lost in the post, we will send you a replacement. If a replacement is not available, then a full refund will be issued. If you buy the item by mistake, you change your mind or don't check part number, you are welcome to send the item back at your expense. If any unauthorized alterations are found to have been made to a part then any return will be refused. Refunds are issued within 1-2 working days of part returned.

Authorised Treatment Facility (ATF) Waste Permit No.
EPR/WE0071AB

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Exchange/Return Notes
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SKU: 39149103755

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4.8 ★★★★★
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D
David
Draper, US
★★★★★ 5
Highly Readable and Authoritative
Format: eTextbook
I had the pleasure of being introduced to this book by a professor in graduate school. Anderson's book is very readable for those who are getting started with security engineering. I found that going at a pace of a chapter each week or so was good for me to really digest the content. I'm about half-way through! I also recommend ching out the website for the book. It has PDF samples as well.
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Reviewed in the United States on January 6, 2022
M
mohammed
Chelsea, US
★★★★★ 5
We need more people like Ross!
Format: eTextbook
Ross work is must-read for people who are enthusiasts about security or professionals in the field.
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Reviewed in the United States on December 28, 2021
Z
Verified Purchase
Znapp
Massapequa, US
★★★★★ 5
An absolute must for everyone dabbling with Unity 6 Game Development
Format: Paperback
Half of this book is about C# (until Chapter 6), and the other half is about actually making games. The book is very well written, and it is everything I needed to get a few problems solved with Unity 6 projects. I love how clearly things are explained, and the only thing I wish for is that I was able to spend more time delving into this while maintaining my financial status...
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Reviewed in the United States on January 3, 2026
C
Christopher West
Dallas, US
★★★★★ 5
A Seasoned Developer's Fresh Perspective on Game Development
Format: Paperback
Finally, a game dev book that respects your existing programming knowledge As someone who's spent two decades architecting enterprise web applications in C# and ASP.NET, I approached game development with what I thought was a solid foundation. I was wrong—not about C#, but about how differently it's applied in game engines. After five frustrating years of trying to bridge that gap through scattered tutorials and documentation, Harrison Ferrone's eighth edition finally gave me the structured path I needed. What This Book Gets Right for Experienced Developers: The pacing is deceptive. Yes, it starts with programming fundamentals, but don't skip ahead. Ferrone's approach to OOP in the context of Unity's component architecture was revelatory. In web dev, I'd been writing services, repositories, and dependency injection for years. Here, the MonoBehaviour lifecycle and component-based thinking required a genuine mental shift that the book handles exceptionally well in chapters 5-6. Chapter 10's revisit of types and methods isn't redundant—it's strategic. By this point, you've written enough Unity scripts to appreciate why game code patterns differ from traditional enterprise patterns. The discussion of value types vs reference types hits differently when you're optimizing frame rates instead of HTTP response times. The Unity 6 Update Matters: Having struggled with outdated Unity tutorials for years, the Unity 6-specific content is invaluable. The screenshots are comprehensive (full-screen mode can make text small, but the GitHub repo and graphics bundle solve this). More importantly, the code samples reflect current Unity APIs and best practices, not deprecated approaches that still litter Stack Overflow. Where It Shines for Career Transitioners: Chapters 11-13 are worth the price alone. LINQ in Unity isn't just about querying collections—it's about performance considerations I never had to think about in web apps. The coverage of generics, delegates, and events finally connected how Unity's event system relates to patterns I already knew, but in a real-time context where every allocation matters. The serialization chapter (12) bridged my understanding of data persistence from databases and JSON APIs to Unity's PlayerPrefs and ScriptableObjects. This practical grounding is what most tutorials skip. Minor Quibbles: The FPS prototype is solid for learning, but I wish there was more discussion of common anti-patterns experienced developers bring from other domains. I still catch myself over-engineering solutions when Unity's component system offers simpler approaches. Also, while the book touches on performance, those coming from async/await-heavy web development will need supplementary resources on Unity's coroutines and the Job System for more complex scenarios. Bottom Line: If you're a professional developer trying to break into game development, stop collecting random Udemy courses. This book provides the structured progression and context-appropriate examples that respects your intelligence while teaching you to think like a game developer. The C# you know is necessary but not sufficient—Ferrone bridges that gap methodically. After years of false starts, I finally have a working game prototype and, more importantly, the mental models to keep building. That's worth significantly more than the cover price. Disclosure: I received an advance review copy from Packt Publishing. This honest review reflects my genuine experience as a career-changing developer.
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Reviewed in the United States on October 21, 2025
B
Blake Lynch
Bozeman, US
★★★★★ 5
A Worthy Touchstone for Anyone Who Wants to Master Unity
Format: Paperback
Harrison Ferrone’s Learning C# by Developing Games with Unity 6 is one of the strongest beginner-to-intermediate Unity guides I’ve read: carefully structured, patient in its explanations, and quietly packed with insight about how Unity 6 and C# truly work together. I read the physical edition while sitting in front of a blank Unity project, and the experience felt like having a seasoned sailor point out the currents of a river I’ve been navigating for years. You see the familiar terrain differently. The book’s early decision to spend real time on C# fundamentals is a welcome choice. Most Unity books skip past the language; Harrison slows down, defines concepts, and gives you enough clarity that when you finally enter Unity, you understand why things behave the way they do. Those chapters are dense in the best way: they prep beginners to stand on solid ground and give experienced users a clean, refreshed mental model of the language under the engine. Ferrone’s real strength is his voice. He strikes a balance I rarely see in technical writing: conversational introductions that explain what you’re about to learn and why it matters, followed by crisp, accessible technical walkthroughs. The pacing (explanation → example → implementation) is excellent. And the inclusion of ready-to-use assets removes one of the biggest barriers for new developers who want to understand systems without getting lost creating placeholder art. The book doesn’t talk down to anyone. It makes Unity feel more accessible without flattening its complexity. Beginners will come away with genuine competence; advanced users will appreciate the clear framing of new Unity 6 tools and the subtle recognition of how AI-assisted coding is shaping modern workflows. It’s a guide you can read once for understanding, then keep at your desk as a reference. If you’re a serious hobbyist, a technically inclined beginner, or someone who’s ready to work through your first real project, this is the Unity book I’d hand you first. It bridges concept and execution with clarity and confidence, and it does so with a tone that feels patient, practical, and quietly encouraging. In a space crowded with copy-paste tutorials, Harrison Ferrone has written a Unity 6 guide with real staying power.
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Reviewed in the United States on December 16, 2025

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