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:
- gen-server :gen_server
A behavior can be activated with the following code (note: you can use "behavior" instead, if you feel American):
-behaviour(gen_server).Last modified on 25 September 2011, at 12:22