Erlang Programming/Behaviors

Behaviors edit

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).