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看完课程过来浏览一下别人提的问题,会帮你学得更全面
截止目前,同学们一共提了 132453个问题

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import requests
from PIL import Image
from fake_useragent import UserAgent
from urllib3.exceptions import InsecureRequestWarning
import urllib3
import json
urllib3.disable_warnings(InsecureRequestWarning)


def login():
    headers = {
        "User-Agent": "Mozilla/5.0 (Windows NT 10.0; WOW64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/80.0.3987.116 Safari/537.36"
    }
    session = requests.session()
    img_url = 'https://kyfw.12306.cn/passport/captcha/captcha-image?login_site=E&module=login&rand=sjrand'
    resp_img = session.get(img_url, headers=headers, verify=False)
    with open("yzm.png", "wb") as f:
        f.write(resp_img.content)
    a = Image.open("yzm.png")
    a.show()
    a.close()
    solution = input("请输入图片对应的号码,多张图片以,号隔开:")
    yzh_list = solution.split(",")
    zb_list = ['45,45', '119,49', '188,45', '269,42', '46,121', '101,120', '187,113', '259,112']
    zb_list1 = []
    for i in yzh_list:
        zb_list1.append(zb_list[int(i) - 1])
    yzm_1 = ",".join(zb_list1)
    yz_url = 'https://kyfw.12306.cn/passport/captcha/captcha-check'
    parameters = {
        'answer': yzm_1,
        'login_site': 'E',
        'rand': 'sjrand'
    }
    resp_check = session.get(yz_url, headers=headers, params=parameters, verify=False)
    code = json.loads(resp_check.text)
    # print(code)
    if code['result_code'] == '4':
        print("验证码校验成功")
        login_url = 'https://kyfw.12306.cn/passport/web/login'
        formdate = {
            "username": "143049962@qq.com",
            "password": "130342Abc",
            "appid": "otn"
        }
        resp_login = session.post(login_url, headers=headers, data=formdate, verify=False)
        code = json.loads(resp_login.content)


if __name__ == '__main__':
    login()

老师,我用网页登录12306,使用fiddler抓包可以得到json的响应信息,但是在pycharm中却不能用loads转换,帮忙看看是啥原因

Python 全系列/第十五阶段:Python 爬虫开发/scrapy框架使用(旧) 34261楼
JAVA 全系列/第一阶段:JAVA 快速入门/变量、数据类型、运算符 34262楼
JAVA 全系列/预科阶段:职业规划/学习方法/JAVA 技术体系介绍和学习方法 34266楼

为什么我计算的时间是报错的

planeWo1.0.zip

g.setColor(Color.green);
if(p1.live) {
        period =(System.currentTimeMillis()- start.getTime())/1000;
    g.drawString("坚持:" + period, 30, 50);
   }else{
       if(end==null) {
           end = new Date();
          period = (end.getTime() - start.getTime()) / 1000;
       }
       g.setFont(new Font("微软雅黑",Font.BOLD,30));
       g.drawString("最终时间:"+period,200,200);
       }

根据视频操作,还是错的

period =(System.currentTimeMillis()- start.getTime())/1000;

这句报错,不知道是什么原因

JAVA 全系列/第一阶段:JAVA 快速入门/飞机大战小项目训练 34267楼

一、代码

#coding=utf-8
"""
坦克大战游戏的需求
1、含有哪些类
2、每个类中有哪些方法

1、坦克类(我方坦克、敌方坦克)
    显示
    射击
    移动
2、子弹类
    显示
    移动
3、墙壁类
    属性:是否可以通过
    显示
4、爆炸效果类
    展示爆炸效果
5、音效类
    展示音乐
6、主类
    开始游戏
    结束游戏
"""
from pygame.sprite import Sprite

"""
新增功能:
    1.完善爆炸效果类
    2.在窗口中展示爆炸效果
"""

import pygame,time,random
SCREEN_WIDTH=800
SCREEN_HEIGHT=500
BG_COLOR=pygame.Color(0,0,0)
TEXT_COLOR=pygame.Color(255,255,255)

#定义一个基类
class BaseItem(Sprite):
    # Constructor. Pass in the color of the block,
    # and its x and y position
    def __init__(self, color, width, height):
        # Call the parent class (Sprite) constructor
        pygame.sprite.Sprite.__init__(self)

#主类
class MainGame():
    window=None
    my_tank=None
    #存储敌方坦克列表
    enemyTankList=[]
    #定义敌方坦克的数量
    enemyTankCount=5
    #存储我方子弹的数量
    myBulletList=[]
    #存储敌方子弹的列表
    enemyBulletList=[]
    #存储爆炸效果的列表
    explodeList=[]

    def __init__(self):
        pass
    #开始游戏
    def startGame(self):
        #加载主窗口
        #初始化窗口
        pygame.display.init()
        #设置窗口的大小和显示
        MainGame.window=pygame.display.set_mode([SCREEN_WIDTH,SCREEN_HEIGHT])
        #初始化我方坦克
        MainGame.my_tank=Tank(350,250)
        #初始化敌方坦克
        self.createEnemyTank()
        # 设置窗口的标题
        pygame.display.set_caption("坦克大战1.03")
        while True:
            #使坦克移动的慢一些
            time.sleep(0.02)
            #设置窗口背景颜色
            MainGame.window.fill(BG_COLOR)
            #获取事件
            self.getEvent()
            #绘制文字
            MainGame.window.blit(self.getText("地方坦克剩余数量%d"%len(MainGame.enemyTankList)),(10,10))
            #调用坦克显示方法
            MainGame.my_tank.displayTank()
            #调用坦克的移动方法
            # 循环遍历敌方坦克列表,展示敌方坦克
            self.blitEnemyTank()
            #循环遍历显示我方坦克的子弹
            self.blitMyBullet()
            #循环遍历敌方子弹列表,让展示敌方子弹
            self.blitEnemyBullet()
            #循环遍历爆炸列表,展示爆炸效果
            self.blitExplode()
            #如果坦克的开关开启,才可以移动
            if  not MainGame.my_tank.stop:
                MainGame.my_tank.move()
            # 持续显示窗口
            pygame.display.update()

    #结束游戏
    def endGame(self):
        print("谢谢使用,欢迎下次使用")
        exit()

    # 初始化敌方坦克,并将敌方坦克添加到列表中
    def createEnemyTank(self):
        top = 100
        # 循环生成坦克
        for i in range(MainGame.enemyTankCount):
            left = random.randint(0, 600)
            enemy = enemyTank(left, top)
            MainGame.enemyTankList.append(enemy)

    #显示敌方坦克
    def blitEnemyTank(self):
        #判断当前敌方坦克是否活着
        for EnemyTank in MainGame.enemyTankList:
            if EnemyTank.live:
                EnemyTank.displayTank()
                EnemyTank.randmove()
                # 发射子弹
                EnemyBullet = EnemyTank.shot()
                # 敌方子弹是否是None,如果不是,则添加到敌方子弹列表
                if EnemyBullet:
                    MainGame.enemyBulletList.append(EnemyBullet)
            else:
                MainGame.enemyTankList.remove(EnemyTank)

    #循环遍历我方子弹存储列表
    def blitMyBullet(self):
        for myBullet in MainGame.myBulletList:
            #判断当前子弹是否是活的状态,如果是则进行显示及移动
            if myBullet.live:
                myBullet.displayBullet()
                # 调用子弹的移动方法
                myBullet.move()
                #调用检测我方子弹是否与敌方坦克发生碰撞
                myBullet.myBullet_hit_enemyTank()
            else:
                #删除
                MainGame.myBulletList.remove(myBullet)

     # 循环遍历敌方子弹存储列表
    def blitEnemyBullet(self):
        for enemyBullet in MainGame.enemyBulletList:
            # 判断当前子弹是否是活的状态,如果是则进行显示及移动
            if enemyBullet.live:#判断敌方子弹是否存活,
                enemyBullet.displayBullet()
                # 调用子弹的移动方法
                enemyBullet.move()
            else:
                # 删除
                MainGame.enemyBulletList.remove(enemyBullet)
    # 循环遍历爆炸列表,展示爆炸效果
    def blitExplode(self):
        for explode in MainGame.explodeList:
            #判断是否活着
            if explode.live:
                #展示
                explode.displayExplode()
            else:
                #在爆炸列表中一处
                MainGame.explodeList.remove(explode)

    #左上角文字的绘制
    def getText(self,text):
        #初始化字体模块
        pygame.font.init()
        #查看所有的字体名称
        #print(pygame.font.get_fonts())
        #获取字体对象
        font=pygame.font.SysFont('kaiti',18)
        #绘制文字
        textSurface=font.render(text,True,TEXT_COLOR)
        return textSurface

    #获取事件
    def getEvent(self):
        #获取所有事件
        eventlist = pygame.event.get()
        #遍历事件
        for event in eventlist:
            #判断按下的是关闭还是键盘
            #如果是按下的是关闭,则关闭窗口
            if event.type == pygame.QUIT:
                self.endGame()
            #松开方向键,坦克停止移动
            if event.type == pygame.KEYUP:
                #判断松下的键是上下左右才停止坦克移动:
                if event.key==pygame.K_UP or event.key==pygame.K_DOWN or event.key==pygame.K_LEFT or event.key==pygame.K_RIGHT:
                    MainGame.my_tank.stop=True
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    #切换方向
                    MainGame.my_tank.direction='L'
                    #修改坦克移动的开关
                    MainGame.my_tank.stop = False
                    #MainGame.my_tank.move()
                    print("按下左键,坦克向左移动")
                elif event.key == pygame.K_RIGHT:
                    MainGame.my_tank.direction = 'R'
                    MainGame.my_tank.stop = False
                    #MainGame.my_tank.move()
                    print("按下右键,坦克向右移动")
                elif event.key == pygame.K_UP:
                    MainGame.my_tank.direction = 'U'
                    MainGame.my_tank.stop = False
                    #MainGame.my_tank.move()
                    print("按下上键,坦克向上移动")
                elif event.key == pygame.K_DOWN:
                    MainGame.my_tank.direction = 'D'
                    MainGame.my_tank.stop = False
                    #MainGame.my_tank.move()
                    print("按下下键,坦克向下移动")
                elif event.key == pygame.K_SPACE:
                    print("发射子弹")
                    #创建我方坦克发射的子弹子弹
                    #如果当前我方子弹列表的大小小于等于3时候才可以创建
                    if len(MainGame.myBulletList)<3:
                        #创建子弹
                        myBullet = Bullet(MainGame.my_tank)
                        #添加到子弹列表中
                        MainGame.myBulletList.append(myBullet)

#坦克类
class Tank(BaseItem):
    #添加距离左边left,距离上边top
    def __init__(self,left,top):
        #保存加载的图片
        self.images={
            "U":pygame.image.load('img/p1tankU.gif'),
            "D": pygame.image.load('img/p1tankD.gif'),
            "L": pygame.image.load('img/p1tankL.gif'),
            "R": pygame.image.load('img/p1tankR.gif'),
        }
        #方向
        self.direction='U'
        #根据当前图片的方向获取图片的surface
        self.image=self.images[self.direction]
        #根据图片获取区域
        self.rect=self.image.get_rect()
        #设置区域的left和top
        self.rect.left=left
        self.rect.top = top
        #指定移动的快慢
        self.speed=10
        #坦克移动的开关
        self.stop=True
        #是否活着
        self.live=True
    #射击
    def shot(self):
        return Bullet(self)
    #移动
    def move(self):
        #判断坦克方向进行移动
        if self.direction == "L":
            if self.rect.left>0:
                self.rect.left -= self.speed
        if self.direction == "R":
            if self.rect.left+self.rect.height<SCREEN_WIDTH:
                self.rect.left += self.speed
        if self.direction == "U":
            if self.rect.top>0:
                self.rect.top -= self.speed
        if self.direction == "D":
            if self.rect.top+self.rect.height<SCREEN_HEIGHT:
                self.rect.top += self.speed

    #显示
    def displayTank(self):
        #获取展示的对象
        self.image=self.images[self.direction]
        #调用blit方法展示
        MainGame.window.blit(self.image,self.rect)

#我方坦克
class myTank(Tank):
    def __init__(self,left,top,speed):
        pass

#地方坦克
class enemyTank(Tank):
    def __init__(self,left,top):
        #调用父类的初始化方法
        super().__init__(left,top)
        #保存加载的图片
        self.images={
            "U":pygame.image.load('img/enemy1U.gif'),
            "D": pygame.image.load('img/enemy1D.gif'),
            "L": pygame.image.load('img/enemy1L.gif'),
            "R": pygame.image.load('img/enemy1R.gif'),
        }
        #方向,随机生成敌方坦克的方向
        self.direction=self.randDirection()
        #根据当前图片的方向获取图片的surface
        self.image=self.images[self.direction]
        #根据图片获取区域
        self.rect=self.image.get_rect()
        #设置区域的left和top
        self.rect.left=left
        self.rect.top=top
        #指定移动的快慢
        self.speed=5
        #坦克移动的开关
        self.stop = True
        self.step = 30
    #随机生成敌方坦克的方向
    def randDirection(self):
        num = random.randint(1,4)
        if num==1:
            return "U"
        elif num==2:
            return "D"
        elif num==3:
            return "L"
        elif num==4:
            return "R"
    #敌方坦克随机移动的方法
    def randmove(self):
        if self.step<=0:
             self.direction=self.randDirection()
             #让步数复位
             self.step=30
        else:
            self.move()
            #让步数递减
            self.step-=1
    #重写shot
    def shot(self):
        #随机生成100以内的数
        num=random.randint(1,100)
        if num<10:
            return Bullet(self)
#子弹类
class Bullet(BaseItem):
    def __init__(self,tank):
        #加载图片
        self.image=pygame.image.load('img/enemymissile.gif')
        #坦克的方向决定子弹的位置
        self.direction=tank.direction
        # 获取区域
        self.rect = self.image.get_rect()
        # 子弹的left和top与方向有关
        if self.direction == 'U':
            self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2
            self.rect.top = tank.rect.top - self.rect.height
        elif self.direction == 'D':
            self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2
            self.rect.top = tank.rect.top + tank.rect.height
        elif self.direction == 'L':
            self.rect.left = tank.rect.left - self.rect.width / 2 - self.rect.width / 2
            self.rect.top = tank.rect.top + tank.rect.width / 2 - self.rect.width / 2
        elif self.direction == 'R':
            self.rect.left = tank.rect.left + tank.rect.width
            self.rect.top = tank.rect.top + tank.rect.width / 2 - self.rect.width / 2
        # 子弹的速度
        self.speed = 6
        #子弹的状态,是否碰到墙壁,如果碰到墙壁,修改次状态
        self.live=True
    #显示
    def displayBullet(self):
        #将图片surface加载到窗口
        MainGame.window.blit(self.image,self.rect)

    #子弹的移动
    def move(self):
        if self.direction == 'U':
            if self.rect.top>0:
                self.rect.top-=self.speed
            else:
                #修改子弹的状态
                self.live=False
        elif self.direction == 'R':
            if self.rect.left+self.rect.width<SCREEN_WIDTH:
                self.rect.left+=self.speed
            else:
                # 修改子弹的状态
                self.live = False
        elif self.direction =='D':
            if self.rect.top+self.rect.height<SCREEN_HEIGHT:
                self.rect.top+=self.speed
            else:
                # 修改子弹的状态
                self.live = False
        elif self.direction == 'L':
            if self.rect.left>0:
                self.rect.left-=self.speed
            else:
                # 修改子弹的状态
                self.live = False
    #我方子弹与敌方坦克的碰撞
    def myBullet_hit_enemyTank(self):
        #循环遍历敌方坦克列表,判断是否发生碰撞
        for EnemyTank in MainGame.enemyTankList:
            if pygame.sprite.collide_rect(EnemyTank,self):
                #修改敌方坦克和我方子弹的状态
                EnemyTank.live=False
                self.live=False
                #创建爆炸对象
                explode=Explode(EnemyTank)
                #将爆炸对象添加到爆炸列表中
                MainGame.explodeList.append(explode)
#墙壁类
class Wall():
    def __init__(self):
        pass
    #显示
    def displayWall(self):
        pass

#爆炸效果类
class Explode():
    def __init__(self,tank):
        #爆炸的位置由当前子弹打中的坦克位置决定
        self.rect=tank.rect
        self.images=[
            pygame.image.load('img/blast0.gif'),
            pygame.image.load('img/blast1.gif'),
            pygame.image.load('img/blast2.gif'),
            pygame.image.load('img/blast3.gif'),
        ]
        self.step=0
        self.image=self.images[self.step]
        #是否活着
        self.live=True

    #展示爆炸效果
    def displayExplode(self):
        if self.step<len(self.images):
            #根据索引获取爆炸对象
            self.image=self.images[self.step]
            self.step+=1
            #添加到主窗口
            MainGame.window.blit(self.image,self.rect)
        else:
            #修改活着的状态
            self.live=False
            self.step=0


#音乐类
class Music():
    def _init__(self):
        pass
    #显示
    def palyMusic(self):
        pass

if __name__ == "__main__":
    MainGame().startGame()
    #MainGame().getText()

二、问题

老师,上述是视频里的代码,根据代码中的逻辑,当我方子弹与敌方坦克碰撞时,运行image.png

生成一个爆炸对象explode,然后添加到explodeList列表中,此时列表中只有一个explode,然后运行

image.png


image.png

image.png


此时self.step=1,只展示了blast1.gif的图片,

以此类推,当第二个坦克爆炸时,self.step=2,只展示了blast2.gif的图片

,,,

当第五个坦克爆炸时,self.step=6,已经不能展示爆炸效果了。


不知道是我的理解有问题,还是这就是个bug,请老师解答一下?



Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 34270楼
JAVA 全系列/(旧的隐藏)第八阶段:电商高级项目_架构/编码/电商ego-基于solr_实现商品数据检索 34271楼
JAVA 全系列/(旧的隐藏)第十五阶段:百战商城项目(Spring Cloud最新架构)/百战商城项目 34272楼

老师您好:

请问配置和代码都与课程一致,在运行时报如下的错误,请问是什么原因呢?

feign.FeignException$BadRequest: status 400 reading CommonItemFeignClient#selectTbItemAllByPage(Integer,Integer)

at feign.FeignException.errorStatus(FeignException.java:92)

at feign.FeignException.errorStatus(FeignException.java:86)

at feign.codec.ErrorDecoder$Default.decode(ErrorDecoder.java:93)

at feign.SynchronousMethodHandler.executeAndDecode(SynchronousMethodHandler.java:149)

at feign.SynchronousMethodHandler.invoke(SynchronousMethodHandler.java:78)

at feign.ReflectiveFeign$FeignInvocationHandler.invoke(ReflectiveFeign.java:103)

at com.sun.proxy.$Proxy80.selectTbItemAllByPage(Unknown Source)

at com.bjsxt.backend.item.service.impl.ItemServiceImpl.selectTbItemAllByPage(ItemServiceImpl.java:19)

at com.bjsxt.backend.item.controller.ItemController.selectTbItemAllByPage(ItemController.java:20)

at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)

at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)

at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)

at java.lang.reflect.Method.invoke(Method.java:498)

at org.springframework.web.method.support.InvocableHandlerMethod.doInvoke(InvocableHandlerMethod.java:190)

at org.springframework.web.method.support.InvocableHandlerMethod.invokeForRequest(InvocableHandlerMethod.java:138)

at org.springframework.web.servlet.mvc.method.annotation.ServletInvocableHandlerMethod.invokeAndHandle(ServletInvocableHandlerMethod.java:104)

at org.springframework.web.servlet.mvc.method.annotation.RequestMappingHandlerAdapter.invokeHandlerMethod(RequestMappingHandlerAdapter.java:892)

at org.springframework.web.servlet.mvc.method.annotation.RequestMappingHandlerAdapter.handleInternal(RequestMappingHandlerAdapter.java:797)

at org.springframework.web.servlet.mvc.method.AbstractHandlerMethodAdapter.handle(AbstractHandlerMethodAdapter.java:87)

at org.springframework.web.servlet.DispatcherServlet.doDispatch(DispatcherServlet.java:1039)

at org.springframework.web.servlet.DispatcherServlet.doService(DispatcherServlet.java:942)

at org.springframework.web.servlet.FrameworkServlet.processRequest(FrameworkServlet.java:1005)

at org.springframework.web.servlet.FrameworkServlet.doGet(FrameworkServlet.java:897)

at javax.servlet.http.HttpServlet.service(HttpServlet.java:634)

at org.springframework.web.servlet.FrameworkServlet.service(FrameworkServlet.java:882)

at javax.servlet.http.HttpServlet.service(HttpServlet.java:741)

at org.apache.catalina.core.ApplicationFilterChain.internalDoFilter(ApplicationFilterChain.java:231)

at org.apache.catalina.core.ApplicationFilterChain.doFilter(ApplicationFilterChain.java:166)

at org.apache.tomcat.websocket.server.WsFilter.doFilter(WsFilter.java:53)

at org.apache.catalina.core.ApplicationFilterChain.internalDoFilter(ApplicationFilterChain.java:193)

at org.apache.catalina.core.ApplicationFilterChain.doFilter(ApplicationFilterChain.java:166)

at org.springframework.web.filter.RequestContextFilter.doFilterInternal(RequestContextFilter.java:99)

at org.springframework.web.filter.OncePerRequestFilter.doFilter(OncePerRequestFilter.java:109)

at org.apache.catalina.core.ApplicationFilterChain.internalDoFilter(ApplicationFilterChain.java:193)

at org.apache.catalina.core.ApplicationFilterChain.doFilter(ApplicationFilterChain.java:166)

at org.springframework.web.filter.FormContentFilter.doFilterInternal(FormContentFilter.java:92)

at org.springframework.web.filter.OncePerRequestFilter.doFilter(OncePerRequestFilter.java:109)

at org.apache.catalina.core.ApplicationFilterChain.internalDoFilter(ApplicationFilterChain.java:193)

at org.apache.catalina.core.ApplicationFilterChain.doFilter(ApplicationFilterChain.java:166)

at org.springframework.web.filter.HiddenHttpMethodFilter.doFilterInternal(HiddenHttpMethodFilter.java:93)

at org.springframework.web.filter.OncePerRequestFilter.doFilter(OncePerRequestFilter.java:109)

at org.apache.catalina.core.ApplicationFilterChain.internalDoFilter(ApplicationFilterChain.java:193)

at org.apache.catalina.core.ApplicationFilterChain.doFilter(ApplicationFilterChain.java:166)

at org.springframework.web.filter.CharacterEncodingFilter.doFilterInternal(CharacterEncodingFilter.java:200)

at org.springframework.web.filter.OncePerRequestFilter.doFilter(OncePerRequestFilter.java:109)

at org.apache.catalina.core.ApplicationFilterChain.internalDoFilter(ApplicationFilterChain.java:193)

at org.apache.catalina.core.ApplicationFilterChain.doFilter(ApplicationFilterChain.java:166)

at org.apache.catalina.core.StandardWrapperValve.invoke(StandardWrapperValve.java:202)

at org.apache.catalina.core.StandardContextValve.invoke(StandardContextValve.java:96)

at org.apache.catalina.authenticator.AuthenticatorBase.invoke(AuthenticatorBase.java:490)

at org.apache.catalina.core.StandardHostValve.invoke(StandardHostValve.java:139)

at org.apache.catalina.valves.ErrorReportValve.invoke(ErrorReportValve.java:92)

at org.apache.catalina.core.StandardEngineValve.invoke(StandardEngineValve.java:74)

at org.apache.catalina.connector.CoyoteAdapter.service(CoyoteAdapter.java:343)

at org.apache.coyote.http11.Http11Processor.service(Http11Processor.java:408)

at org.apache.coyote.AbstractProcessorLight.process(AbstractProcessorLight.java:66)

at org.apache.coyote.AbstractProtocol$ConnectionHandler.process(AbstractProtocol.java:853)

at org.apache.tomcat.util.net.NioEndpoint$SocketProcessor.doRun(NioEndpoint.java:1587)

at org.apache.tomcat.util.net.SocketProcessorBase.run(SocketProcessorBase.java:49)

at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1149)

at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:624)

at org.apache.tomcat.util.threads.TaskThread$WrappingRunnable.run(TaskThread.java:61)

at java.lang.Thread.run(Thread.java:748)

2020-02-22 20:34:10.355  INFO 8644 --- [erListUpdater-0] c.netflix.config.ChainedDynamicProperty  : Flipping property: common-item.ribbon.ActiveConnectionsLimit to use NEXT property: niws.loadbalancer.availabilityFilteringRule.activeConnectionsLimit = 2147483647


JAVA 全系列/(旧的隐藏)第十五阶段:百战商城项目(Spring Cloud最新架构)/百战商城项目 34273楼

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