Erlang Programming/Behaviors

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).