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One of the great benefits of building out your container native infrastructure is enabling continuous integration and continuous deployment. As teams struggle to push out more features faster, having a reliable, quick-provisioned environment for build and test activities is table stakes. You cannot perform 20 builds in an eight hour work day if each build takes two hours. More builds mean more tests, more features and more progress. While container native infrastructure enables this process, CI/CD comes with its own challenges, even when the needed infrastructure is in place. Continuous integration and continuous deployment are where rubber meets road on the trek towards the digital transformation.

The Enterprisers Project wrote up a useful list of 6 pitfalls to avoid in your CI/CD journey. These are real world pitfalls, that should be helpful for your overall team. Rather unlike the pitfall we stumbled across at the bottom of the page in this old Linux Kernel module programming guide. Instead, Kevin Casey has assembled some good advice for teams trying to increase velocity., such as this snippet from number 3:

Don't give people a way to bypass the CI/CD pipeline

Don’t enable team members to bypass the pipeline other than under the most extraordinary of circumstances. This can be particularly important if you’re dealing with skepticism or cultural stasis in the earlier stages of your shift to CI/CD.

“If your CI/CD platform is not the only way, excluding an emergency break-glass method, to deploy code to your production environment, it will become tempting for teams to work around it when your testing [finds] code issues that are not easily solvable,” says Jerry Gamblin, principal security engineer at Kenna Security.

Read the rest of this article over at The Enterprisers Project.

 

 


執筆者紹介

Red Hatter since 2018, technology historian and founder of The Museum of Art and Digital Entertainment. Two decades of journalism mixed with technology expertise, storytelling and oodles of computing experience from inception to ewaste recycling. I have taught or had my work used in classes at USF, SFSU, AAU, UC Law Hastings and Harvard Law. 

I have worked with the EFF, Stanford, MIT, and Archive.org to brief the US Copyright Office and change US copyright law. We won multiple exemptions to the DMCA, accepted and implemented by the Librarian of Congress. My writings have appeared in Wired, Bloomberg, Make Magazine, SD Times, The Austin American Statesman, The Atlanta Journal Constitution and many other outlets.

I have been written about by the Wall Street Journal, The Washington Post, Wired and The Atlantic. I have been called "The Gertrude Stein of Video Games," an honor I accept, as I live less than a mile from her childhood home in Oakland, CA. I was project lead on the first successful institutional preservation and rebooting of the first massively multiplayer game, Habitat, for the C64, from 1986: https://neohabitat.org . I've consulted and collaborated with the NY MOMA, the Oakland Museum of California, Cisco, Semtech, Twilio, Game Developers Conference, NGNX, the Anti-Defamation League, the Library of Congress and the Oakland Public Library System on projects, contracts, and exhibitions.

 
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