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411 REFERENCE · Wikibooks

Erlang Programming/Behaviors

Reference material by Wikibooks contributors. This retains its source identity and is not 411 news reporting.

Behaviors In Erlang, a behavior is a design pattern implemented in a module/library. It provides functionality in a fashion similar to inheritance in object-oriented programming or interfaces in Java. A number of callback functions must be defined for each behavior to work. Examples of behaviors are: client-server event-handler gen-server :gen_server hot-standby keep-me-alive supervision-tree upgrade-handler worker-supervisor A behavior can be activated with the following code (note: you can use "behavior" instead, if you feel American): -behaviour(gen_server).