Behavior basics 
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**The fundamental concepts behind behaviors**

Before we dive into the practical examples, we need to explain a few of
the concepts that underpin behaviors.

At the most basic level, a behavior is like a ‘conditional’ adapter. For
a Dexterity content type, the condition is, "is this behavior listed in
the *behaviors* property in the FTI?" When a behavior is enabled for a
particular object, it will be possible to adapt that object to the
behavior’s interface. If the behavior is disabled, adaptation will fail.

A behavior consist at the very least of an interface and some metadata,
namely a title and a description. In most cases, there is also a
*factory*, akin to an adapter factory, which will be invoked to get an
appropriate adapter when requested. This is usually just a class that
looks like any other adapter factory, although it will tend to be
applicable to *Interface*, *IContentish* or a similarly broad context.

In some cases, behaviors specify a *marker interface*, which will be
directly provided by instances for which the behavior is enabled. This
is useful if you want to conditionally enable event handlers or view
components, which are registered for this marker interface. Some
behaviors have no factory. In this case, the behavior interface and the
marker interface must be one and the same.

Behaviors are registered globally, using the *<plone.behavior />* ZCML
directive. This results in, among other things, a named utility
providing *plone.behavior.interfaces.IBehavior* being registered. This
utility contains various information about the behavior, such as its
name, title, interface and (optional) marker interface. The utility name
is the full dotted name to the behavior interface.
