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).