# Prototype in JavaScript

We always say that **JavaScript** is a **Dynamic** language. But, what makes **JavaScript** a **Dynamic** language? Answer to this question is **"Prototype"**.

**Dynamic** behaviour of **JavaScript** can be achieved through **Prototype**. One can add, remove, update **properties/function** of a **function/object** on fly in **JavaScript**.

First, let me share a use case of **prototype** in my current project then we will understand **Prototype**.

**USE CASE**: In one of my **HTML5** Gaming project, we are generating lots of random number, and maximum of them are in a range e.g. generating random number between X to Y.

How were we achieving this in my project? We made a common utility js file, and defined a **function** there with named **getRandom** which were having all the logic of generating random number. e.g.

**CommonUtility.js**

```
getRandom = function (min, max) { // Adding getRandom function to Math object
if (min && max) {
// If min and max both are provided
if(max <= min) {
return new Error("Max number can not be equal or less then min");
} else {
return parseInt(min + (Math.random() * (max - min))); // Our logic for getting a random number
}
} else if (min) { // If only min provide, then that min will be max and min will be 0
if(min < 1) {
return new Error("Min number can not be less 1");
} else {
return parseInt(Math.random() * min)
}
} else { // If min and max both are not provided then return whatever Math.random returns.
return Math.random();
}
};
```

And then, where were we needing that **getRandom** **function**, we were requiring that module/js file, and were calling **getRandom** **function** on that object, which is having **getRandom** **function**. e.g.

```
var commonUtility = require("commonUtility") // requiring that common module.
commonUtility.getRandom(45, 65);
```

How are we achieving this in my project now?? We injected **getRandom** **function** to **Math** class, with the help of ** proto**. e.g.

```
Math.__proto__.getRandom = function (min, max) { // Adding getRandom function to Math object
if (min && max) {
// If min and max both are provided
if(max <= min) {
return new Error("Max number can not be equal or less then min");
} else {
return parseInt(min + (Math.random() * (max - min))); // Our logic for getting a random number
}
} else if (min) { // If only min provide, then that min will be max and min will be 0
if(min < 1) {
return new Error("Min number can not be less 1");
} else {
return parseInt(Math.random() * min)
}
} else { // If min and max both are not provided then return whatever Math.random returns.
return Math.random();
}
};
```

After injecting **getRandom** **function** to **Math** object, we can call **getRandom** **function** on **Math** object, just like `Math.radom()`

. Well.. do you want to check the above code? Let's check if it works at all?

Let us try to find a random number between 45 and 65 twice, both time we will get different random number, and if we call `getRandom()`

**function** with one number then it will return any random number where max number will be that number.

```
console.log(typeof Math.getRandom === "function"); // true
console.log(Math.getRandom(45, 65)); // Passing the range in which we need to generate a random number
console.log(Math.getRandom(45, 65)); // getRandom function will return any random number between 45 to 65
console.log(Math.getRandom(65)); // getRandom function will return any random number between 45 to 65
```

We do not need to require any common utility module/js file, just have to call `Math.getRandom(x, y)`

, that's it, and we will get random number between that range.

Now, may be you are thinking that, from where ** proto/prototype** property came?? And how all the objects getting that behaviour, which are injecting with the help of

**.**

**proto**/prototypeAll the **JavaScript** **functions** have a property named **prototype**, while all the **JavaScript** **objects** have property named ** proto**. Both the property(

**prototype**in

**functions**and

**in**

**proto****objects**) are set by

**JavaScript**itself. And whatever we are reading on any

**JavaScript**object, first

**JavaScript**will search into that object only, if it do not fine one, then it will search into

**object. So whatever we inject into**

**proto****object, will be available in the future.**

**proto**This is how **JavaScript** is a **Dynamic** language, we tweaked a well defined **JavaScript** object according to our own sweet wish!