HiDow Wireless Receiver Accessory for Wireless Electrotherapy  Pain Relief Devices
SKU: 27330671157

HiDow Wireless Receiver Accessory for Wireless Electrotherapy Pain Relief Devices

Sale price$89.10 Regular price$99.00
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Description

HiDow Wireless Receiver Accessory for Wireless Electrotherapy Pain Relief DevicesThe HiDow Receiver is universal and can be easily synchronized with the HiDow Pro Touch 6 12 and TrueStim Pro Bundle in order to extend the number of channels for one device. Comes in 1 receiver per package. The HiDow Pro Touch Wireless Device allows 6 receivers to be synchronized allowing you to treat several areas at the same time. Weight: 5 oz 0. 141 kg 141. 74 grams Dimensions: 2. 25 2. 25 in 5. 71 cm x 5. 71 cm This receiver is universal and can

The HiDow Receiver is universal and can be easily synchronized with the HiDow Pro-Touch 6-12 and TrueStim Pro Bundle in order to extend the number of channels for one device. Comes in 1 receiver per package.

The HiDow Pro Touch Wireless Device allows 6 receivers to be synchronized allowing you to treat several areas at the same time.

Weight: 5 oz

0.141 kg/141.74 grams

Dimensions: 2.25 × 2.25 in

5.71 cm x 5.71 cm

This receiver is universal and can be easily synchronized with the Pro Touch 6-12 and the Wireless 4-9 in order to extend the number of channels for one device.

The Pro Touch allows 6 receivers and the HiDow Wireless 4-9 will run 4 receivers on one remote.

Works with wireless remote models only

The HiDow Universal Wireless Receiver takes your Pro Touch 6-12 or Wireless 4-9 device to the next level. It adds more channels for even more customized pain relief, muscle stimulation, and expanded coverage—giving you more flexibility in your therapy. Say goodbye to limitations and hello to more comprehensive relief.

Compact and lightweight, this receiver is easy to sync and effortless to use, whether you’re at home or on the go. Unlock the full potential of your existing device and experience more targeted relief across a broader area.

Key Features

  • Wireless Device Compatibility: Designed specifically for use with the Pro Touch 6-12 and Wireless 4-9.
  • Effortless Synchronization: Quick and easy connection to your device for seamless operation.
  • Expand Your Therapy: Add extra channels for more focused relief, muscle stimulation, and expanded coverage.
  • Compact & Portable: Small size (2.25 × 2.25 in) and lightweight (5 oz) for convenience wherever you are.

What’s Included

1 RECIEVER PER PACKAGE

  • Wireless Receiver
  • Instruction Manual

Technical Specs

  • Compatibility: Works with Pro Touch 6-12 and Wireless 4-9
  • Dimensions: 2.25″ x 2.25″
  • Weight: 5 oz
Shipping Notes
  • Free Standard Shipping on $100+ Orders to the USA.
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  • Delivery to the USA:
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Exchange/Return Notes
  • We offer a 30-day return/exchange service after receiving.
  • Final sale items are not eligible for returns or exchanges.
  • To process your return/exchange, please contact us at [email protected]
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SKU: 27330671157

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Tinkerer
Waukegan, 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.
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Reviewed in the United States on August 18, 2019
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robert thompson
Omaha, 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
Pawtucket, 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
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Joan Rubio
Los Angeles, 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.
Boise, 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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