Bostitch 28° Bright Smooth Shank Stick Nails 2.8 x 75mm (Pack 2000)
SKU: 25223380150

Bostitch 28° Bright Smooth Shank Stick Nails 2.8 x 75mm (Pack 2000)

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Description

Bostitch 28° Bright Smooth Shank Stick Nails 2.8 x 75mm (Pack 2000)Stick Nails for use with the Stanley Bostitch Wire Weld Framing Nailers, the traditional wire weld collation gives the stick nails more rigidity and resistance to damp environments. 28 Collation Angle Designed for the construction market, where it is important to find the right combination of tool weight and working autonomy. Since sticks contain fewer nails than coiled nails (approx. 25) and less of them are loaded into the nailer, the tool is

Stick Nails for use with the Stanley Bostitch Wire Weld Framing Nailers, the traditional wire weld collation gives the stick nails more rigidity and resistance to damp environments.

28° Collation Angle

Designed for the construction market, where it is important to find the right combination of tool weight and working autonomy. Since sticks contain fewer nails than coiled nails (approx. 25) and less of them are loaded into the nailer, the tool is lighter. A simpler feed mechanism for stick nails also helps to keep the weight of the tools lower than for coil nailers for similar size nails. This is important when you are working up a ladder with your arm stretched out.

(Remember only tools fitted with sequential trip should be used when working up a ladder).

Smooth shank nails have exactly that: a smooth appearance. Due to their regular form they can be produced at very high speed and are therefore the most economical type of nail. However, their holding power is the lower than ring shank nails. They require less energy to drive them and the air consumption per nail can be lower. Sometimes it is possible to use a smaller tool to drive them.

Ring shank nails have a series of rings punched into the surface of the shank. Again a difference in the diameter of the shank is produced making it even more difficult to withdraw the nail. Ring shank nails have to be produced at lower speeds and their cost is generally higher than for a smooth shank nail. The air consumption per nail is also higher, and the energy required to drive these nails into hard wood is very much greater.

Bright finish is without any form of protection and is the most economical choice, but the nails will start to rust before nails that have a protective treatment. Used in applications where no protection is required, for example a one way disposal pallet. As all standard nails come with this finish.

Galvanising , or coating with Zinc, is the best way to prevent nails from corroding. The zinc does not protect the steel of the nail, but is corroded first. The thicker the zinc coating, the longer it will be before the nail is attacked. The thickest coating is called hot dipped and is applied by dipping the nails into a bath of molten zinc. Galvanised protection is measured in Microns (each Micron is 0.000001 of an metre thick). The thicker the micron coating the better the protection level of the nails.

Gauge/Diameter (mm) 2.8
Length 75
28° Collation Angle
SKU S28075
Profile PLAIN
Finish BRIGHT
Description STICK NAIL 2.80-75 PLAIN 2M
Qty per box 2000

Will also fit the N80SB, FW28WW-E, N100S

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SKU: 25223380150

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Tinkerer
Houston, 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
Belleville, 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
Los Angeles, 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
Boise, 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.
Charlottesville, 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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