我有一个使用http4组件的Camel 2.18.1路由,当我在uri选项中设置了throwExceptionOnFailure = false时,组件偶尔会抛出一个org.apache.http.NoHttpResponseException事件。
根据文件: -
如果throwExceptionOnFailure = false,则HttpOperationFailedException将 不要因失败的响应代码而被抛出。这可以让你得到任何 来自远程服务器的响应
我正在使用以下方式设置http呼叫: -
.setHeader(Exchange.HTTP_URI, simple("http://www.therealurl.com"))
.to("http4://dummyhost?throwExceptionOnFailure=false")
在Java DSL中,它适用于我为代理等设置的所有其他选项。
任何想法?
答案 0 :(得分:0)
尝试将您的网址封装在收件人列表中,例如在spring DSL
中import pygame, sys
from pygame.locals import *
import random
screenWidth = 800
screenHeight = 600
FPS = 60
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((screenWidth,screenHeight))
pygame.display.set_caption("Space Invaders")
clock = pygame.time.Clock()
shipWidth = 67
#colors
black=(0,0,0)
blue=(0,0, 255)
green=(0,128,0)
red=(255,0,0)
white=(255,255,255)
yellow=(255,255,0)
def app_quit():
pygame.quit()
sys.exit("System exit.")
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("spaceship3.png").convert()
self.image.set_colorkey(white)
self.rect = self.image.get_rect()
self.rect.centerx = screenWidth / 2
self.rect.bottom = screenHeight - 10
def update(self):
self.speedx = 0
if event.type == KEYDOWN and event.key == K_LEFT:
self.speedx = -2
elif event.type == KEYDOWN and event.key == K_RIGHT:
self.speedx = 2
self.rect.x += self.speedx
if self.rect.right > screenWidth:
self.rect.right = screenWidth
if self.rect.left < 0:
self.rect.left = 0
def shootPlayer(self):
bulletPlayer = BulletPlayer(self.rect.centerx, self.rect.top)
allSprites.add(bulletPlayer)
bulletsPlayer.add(bulletPlayer)
class Enemy(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("enemy.png").convert()
self.image.set_colorkey(white)
self.rect = self.image.get_rect()
self.rect.x = 0
self.rect.y = random.randrange(0, 200)
self.speedx = random.randrange(1, 2)
def update(self):
self.rect.x += self.speedx
if self.rect.right > screenWidth:
self.rect.x = 0
self.rect.y = random.randrange(0, 250)
self.speedx = random.randrange(1, 3)
# if self.rect.x > screenWidth: #kill when of the screen
# self.kill()
def shootEnemy(self):
bulletEnemy = BulletEnemy(self.rect.centerx, self.rect.bottom)
allSprites.add(bulletEnemy)
bulletsEnemy.add(bulletEnemy)
class BulletPlayer(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("bullet.png").convert()
self.image.set_colorkey(white)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -3
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
class BulletEnemy(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("bulletenemy.png").convert()
self.image.set_colorkey(white)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = 2
def update(self):
self.rect.y += self.speedy
if self.rect.bottom > screenHeight:
self.kill()
class Wall(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("wall.png").convert()
self.rect = self.image.get_rect()
self.rect.center = 100, 300
allSprites = pygame.sprite.Group()
player = Player()
enemy = pygame.sprite.Group()
bulletsPlayer = pygame.sprite.Group()
bulletsEnemy = pygame.sprite.Group()
wall = Wall()
allSprites.add(player, enemy, bulletsPlayer, bulletsEnemy, wall)
for i in range(1):
e = Enemy()
allSprites.add(e)
enemy.add(e)
running = True
while True:
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
running = False
app_quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shootPlayer()
if event.key == pygame.K_TAB:
random.choice(enemy.sprites()).shootEnemy()
allSprites.update()
hitplayer = pygame.sprite.spritecollide(player, bulletsEnemy, True)
if hitplayer:
running = app_quit()
hitenemy = pygame.sprite.groupcollide(enemy, bulletsPlayer, True, True)
if hitenemy:
running = app_quit()
screen.fill(black)
allSprites.draw(screen)
pygame.display.flip()
pygame.quit()