func (c *controller) handleErr(err error, key interface{}) {
	if err == nil {
		c.queue.Forget(key)
		return
	}

	if c.queue.NumRequeues(key) < maxRetries {
		glog.Errorf("Error syncing Event %v: %v", key, err)
		c.queue.AddRateLimited(key)
		return
	}

	c.queue.Forget(key)
	runtime.HandleError(err)
	glog.Infof("Dropping Event %q out of the queue: %v", key, err)
}
// handleErr checks if an error happened and makes sure we will retry later.
handleErr checks if an error happened and makes sure we will retry later.
// handleErr checks if an error happened and makes sure we will retry later .
func (c *controller) handleErr(err error, key interface{}) {
	if err == nil {
		c.queue.Forget(key)
		return
	}
	if c.queue.NumRequeues(key) < maxRetries {
		glog.Errorf("Error syncing Event %v: %v", key, err)
		c.queue.AddRateLimited(key)
		return
	}
	c.queue.Forget(key)
	runtime.HandleError(err)
	glog.Infof("Dropping Event %q out of the queue: %v", key, err)
}
func ( c * controller ) handleErr ( err error , key interface { } ) { if err == nil { c . queue . Forget ( key ) return } if c . queue . NumRequeues ( key ) < maxRetries { glog . Errorf ( " " , key , err ) c . queue . AddRateLimited ( key ) return } c . queue . Forget ( key ) runtime . HandleError ( err ) glog . Infof ( " " , key , err ) }
handleErr checks if an error happened and makes sure we will retry later.
handleErr checks if an error happened and makes sure we will retry later .