How do I monkey patch an object's constructor function? - javascript

I'd like to monkey patch the constructor for this 'Controller' object. But how do I monkey patch the constructor function so I can still call the original? This is what I've tried.
// original
function Controller() {
this._tag = 'div';
}
Controller.prototype.tag = function() {
console.log(this._tag);
}
var c = new Controller();
c.tag(); // -> 'div', as expected
// patch attempt
var original = Controller;
Controller = function() {
original.apply(this);
this._tag = 'patched'; // patch
}
var c = new Controller();
c.tag(); // no method tag, prototype appears wiped...

You seem to want to do something like:
Constructor.prototype.oldTag = Constructor.prototype.tag;
Constructor.prototype.tag = function() {/* whatever */};
Now all instances get the new tag method and you can still call oldTag if you want (or put it back).
Or perhaps you want to do something like:
var oldConstructor = Constructor;
var Constructor = function () { /* new constructor */ };
Constructor.prototype = oldConstructor.prototype;
So now you have a new constructor with all the old methods. Or do both the above. Just use plain English to say what you want to do.

The cleaner way is not monkey patching the constructor: put the constructor logic in a separate init method and monkey patch / inherit that instead.
function Constructor(){
this.init();
}
Constructor.prototype.init = function(){ /*...*/ };
You can also consider building objects with a builder function
function make_fancy_obj(){
var obj = new Constructor();
obj.foo = 'bar';
return obj;
}

Constructor functions may optionally return a different this, which will override whatever is generated by the new statement itself - here's your example corrected and annotated:
// original
function Controller() {
this._tag = 'div';
}
Controller.prototype.tag = function() {
console.log(this._tag);
}
var c = new Controller();
c.tag(); // -> 'div', as expected
// patch attempt
var original = Controller;
Controller = function() {
const instance = new original(...arguments); // πŸ‘ˆ call the original constructor
instance._tag = 'patched'; // patch
return instance; // πŸ‘ˆ return your replacement instance
}
var c = new Controller();
c.tag(); // πŸ‘ works
You can try it here:
https://jsfiddle.net/mindplay/qc8Lf7ae/

Related

Issue when trying to inherit all classes referenced by name in a for loop

Well the title is a mouthful but I couldn't come up with a better one, ideas welcome.
Anyhow, I have a javascript object containing classes as properties. I want to create another object which is in every aspect equal to the first one by subclassing it. I'm gonna try to sum it up:
var L1 = {};
L1.Foo = function() {/*...*/};
L1.Bar = function() {/*...*/};
//...
L1.Baz = function() {/*...*/};
var L2 = {};
L2.Foo = function() { L1.Foo.call(this); /*possibily some other code here*/ };
L2.Foo.prototype = Object.create(L1.Foo.prototype);
L2.Foo.prototype.constructor = L2.Foo;
L2.Bar = function() { L1.Bar.call(this); /*possibily some other code here*/ };
L2.Bar.prototype = Object.create(L1.Bar.prototype);
L2.Bar.prototype.constructor = L2.Bar;
//...
L2.Baz = function() { L1.Baz.call(this); /*possibily some other code here*/ };
L2.Baz.prototype = Object.create(L1.Baz.prototype);
L2.Baz.prototype.constructor = L2.Baz;
var foo = new L2.Foo();
console.log(foo); //L2.Foo
var bar = new L2.Bar();
console.log(bar); //L2.Bar
var baz = new L2.Baz();
console.log(baz); //L2.Baz
First, working version.
I told myself: "huh, looks like there a pattern here" so I went and modified my code as follows:
//first 10 lines unaltered
for(prop in L1) {
L2[prop] = function() { L1[prop].call(this); /*Call super method by default,
unless overriden below*/ };
L2[prop].prototype = Object.create(L1[prop].prototype);
L2[prop].prototype.constructor = L2[prop];
}
//Here I decide that I want to override only the constructor
//for Foo, so naturally:
L2.Foo.prototype.constructor = function() {
L1.Foo.call(this);
this.someOtherProperty = "foo";
};
var foo = new L2.Foo();
console.log(foo); //L2.(anonymous function)?
console.log(foo.someOtherProperty); //undefined?
var bar = new L2.Bar();
console.log(bar); //L2.(anonymous function)?
var baz = new L2.Baz();
console.log(baz); //L2.(anonymous function)?
Second, not-so-working version.
What I am getting wrong?
"huh, looks like there a pattern here" so I went and modified my code
as follows:
for(prop in L1) {
L2[prop] = function() { L1[prop].call(this);
You've hit the common closure in a loop problem - all your L2 functions are actually calling L1.Baz on their new instance as prop will have the value "Baz". See the linked question for how to fix this.
Also, notice that none of your constructors does pass its arguments to the super call, which might bite you as well.
Here I decide that I want to override only the constructor for Foo, so
naturally:
L2.Foo.prototype.constructor = function() {
L1.Foo.call(this);
this.someOtherProperty = "foo";
};
What I am getting wrong?
Overwriting the .constructor property on a prototype object does nothing. Your code is still invoking new L2.Foo, not new L2.Foo.prototype.constructor. You might want to have a look at how the new keyword works.
Instead, you really need to replace L2.Foo. This can be done with this pattern:
L2.Foo = (function (original) {
function Foo() {
original.apply(this, arguments); // apply old L2.Foo constructor
this.someOtherProperty = "foo"; // set property
}
Foo.prototype = original.prototype; // reset prototype
Foo.prototype.constructor = Foo; // fix constructor property
return Foo;
})(L2.Foo);
(or you just put your standard pattern from the first version). If this does get too repetitive, you might also do the .prototype and .constructor setup programmatically:
// whole code
var L2 = {
Foo: function() {
L1.Foo.call(this);
this.someOtherProperty = "foo";
}
// … other overwritten constructors
};
for (var prop in L1) {
if (!L2[prop]) // unless overridden above, create default that only…
(function(parent) {
L2[prop] = function() {
parent.apply(this, arguments); // calls super
};
}(L1[prop]));
L2[prop].prototype = Object.create(L1[prop].prototype);
L2[prop].prototype.constructor = L2[prop];
}
This might just be me, but if the subclass needs to be the same in every aspect as the superclass, why bother making a subclass? I'm not entirely clear an what you are trying to achieve from the code.
But just give the class a property of the class itself
e.g. (in plain java)
public class TestInheritClass {
private TestInheritClass tic;
public TestInheritClass getTic() {
return tic;
}
public void setTic(TestInheritClass tic) {
this.tic = tic;
}
}

Semantic JavaScript singleton with constructor

So I'd like to have a class called client which will be the base of a video game I'm writing in JavaScript.
client should be a class that there can only be one instance of, but its first creation should be set by myself at a specific event, like when the user clicks the "start" button.
I made myself a singleton class and I'm starting it unload just for testing:
// Singleton class for the client
var client = (function() {
// Public methods
var _this = {
construct: function() {
delete _this.construct;
_this.director = new lime.Director(document.body, window.innerWidth, window.innerHeight); // Setup the rendering engine
}
}
return _this;
})();
// Fire when dependencies are loaded
window.onload = client.construct;
The problem:
But I intend for this to be an open source project and on the last line client.construct seems to be a highly unusual convention. How can I write my singleton class so that it will be constructed with new Client and can never be constructed again?
Firstly: are you sure you really want to do this? For most simple cases, you're probably better off not bothering with a prototype or using the new keyword at all, and instead just writing an object literal with the properties and methods you want - or creating an object with a one-off function if slightly more complicated construction logic is required. Simplicity is good.
I guess there are a couple of situations in which you might want to create a 'traditional' singleton in JavaScript, though - like to delay instantiation, or if you're using classical inheritance involving your singleton class's prototype.
In that case, you might want to try this approach, based upon bfavaretto's, in which the user of the class is expected to get a Client object by calling Client.getSingletonInstance() instead of new Client(), and the instantiation of a Client via new happens inside the getSingletonInstance() method.
var Client = (function() {
// Our "private" instance
var instance;
// The constructor
function Client() {
// If it's being called again, throw an error
if (typeof instance != "undefined") {
throw new Error("Client can only be instantiated once.");
}
// initialize here
// Keep a closured reference to the instance
instance = this;
}
// Add public methods to Client.prototype
Client.prototype.myPublic = function() {
}
Client.getSingletonInstance = function() {
if (typeof instance == "undefined") {
return new this();
}
else {
return instance;
}
}
// Return the constructor
return Client;
})();
var c1 = Client.getSingletonInstance();
var c2 = Client.getSingletonInstance();
console.log(c1 == c2); // true
I prefer this way, because it seems to me that having the user of the class call new but not actually get a new object is misleading.
http://jsfiddle.net/hBvSZ/3/
You can use the same pattern you would use in a regular object-oriented language: store the instance in a "private" or "static" property (I'm quoting those terms because they don't precisely apply to JavaScript). In code, that would be something like this, using a "private" property to store the instance (a "static" property would be a property of the constructor):
var Client = (function() {
// Our "private" instance
var instance;
// The constructor
function Client() {
// If it's being called again, return the singleton instance
if(typeof instance != "undefined") return instance;
// initialize here
// Keep a closured reference to the instance
instance = this;
}
// Add public methods to Client.prototype
Client.prototype.myPublic = function() {
}
// Return the constructor
return Client;
})();
var c1 = new Client();
var c2 = new Client();
console.log(c1 == c2); // true
http://jsfiddle.net/hBvSZ/
Something like this:
var Client = (function ClientClass(){
var instance;
// Constructor
function Client() {
if (instance) throw 'Already instantiated';
this.director = new lime.Director(...);
instance = true;
}
Client.prototype = {
// Public methods
};
return Client;
}());
This may be what you want:
var initialized = false;
function initialize() {
if (!initialized) {
window.client = new Client();
initialized = true;
}
}
window.onload = initialize;
You don't. In strongly-typed languages, singletons are made by having private constructors and exposing a static property that contains the only instance of the class. The only thing you may do to prevent instantiating a second time is to throw exceptions but that is even poorer design. You may however delay instantiating your object:
// A wrapper function
var client = (function () {
var client = function() {
// Actual class
}
var instance = null;
// Property to return the instance
Object.defineProperty("instance", {
get: function () {
if (!instance) { instance = new client(); }
return instance;
}
}
return client;
})();
This is my favorite pattern for singleton instance, it is simple and straightforward:
var mySingleton = new function() {
// ...
}
So you can do:
var myClient = new function() {
this.director = null;
this.initialize = function() {
// Setup the rendering engine
this.director = new lime.Director(
document.body,
window.innerWidth,
window.innerHeight
);
}
}
window.onload = myClient.initialize();
Source: Singleton pattern by Alexander Podgorny

Static variables with John Resig's simple class pattern?

I'm referring to this article.
In it, he defines a function that looks something like this:
function makeClass() {
return function _class() {
if(this instanceof _class) {
if(typeof this.init === 'function') {
this.init.apply(this, arguments);
}
} else {
throw new Error('Constructor called as a function');
}
};
}
And then you can use it with something like this:
var MyClass = makeClass();
MyClass.prototype = {
init: function(width, height) { ... },
clear: function(ctx) {... },
draw: function(ctx) { ... }
}
But now I want to initialize some static variables that should be shared across all instances. How do I do that?
Well, the easiest approach is to define a static variable as a prototype property:
MyClass.prototype.xxx: 3, // ...
var t1 = new MyClass();
console.log(t1.xxx); // 3
... but it won't behave as static properties in other languages usually do:
var t2 = new MyClass();
t2.xxx = 5;
console.log(t1.xxx); // still 3 :(
The other way around is to use the fact that properties might be attached to functions as well:
MyClass.xxx = 3;
... but that narrows the ways we can use this property (it can't be called by t1.xxx from the previous examples).
There's another way, though. One can define static properties as variables, local to init method, accessible by methods, defined... in this init method as well. ) Like this.
init: function() {
var xxx = 3;
MyClass.prototype.getXXX = function() {
return xxx;
};
MyClass.prototype.setXXX = function(newXXX) {
xxx = newXXX;
}
}
Then all one can use this property simply by this:
var t1 = new MyClass();
var t2 = new MyClass();
console.log(t1.getXXX()); // 3
console.log(t2.getXXX()); // 3
t1.setXXX(5);
console.log(t1.getXXX()); // 5 now
console.log(t2.getXXX()); // 5 as well, behold the power of closures!
And here's a fiddle used.
UPDATE: this approach is better be used, I suppose, when we need to work with a (sort of) container of the static class data, that is to be shared by all objects - but we don't know exactly what can actually be stored in this container. Then we use just two functions - getStatic and setStatic - to store and retrieve data by string keys or some other identifiers. It may seem a bit confusing, and it is, but I think it may be worth an effort. )
Just add it to MyClass itself.
MyClass.myVariable = 42;
It's not really static in the Java/C# sense, but gives you the same effect.
I "solved" this problem by using a naming convention.
I wanted the convenience of the Class.extend({ }) syntax, but also a way to declare "static" properties within it.
I opted for a leading underscore to declare a static property, although you could do whatever you liked.
Usage:
var myClass = Class.extend({
_staticProperty: 1337
, instanceProperty: 'foo'
, instanceMethod: function() { }
, ctor: function() {
this.base();
}
});
note I've renamed init and this._super() from the original code
And the code:
/* Simple JavaScript Inheritance
* Modified by Andrew Bullock http://blog.muonlab.com to add static properties
* By John Resig http://ejohn.org/
* MIT Licensed.
*/
// Inspired by base2 and Prototype
(function () {
var initializing = false, fnTest = /xyz/.test(function () { xyz; }) ? /\bbase\b/ : /.*/;
// The base Class implementation (does nothing)
this.Class = function () { };
// Create a new Class that inherits from this class
Class.extend = function (prop) {
var base = this.prototype;
// Instantiate a base class (but only create the instance,
// don't run the init constructor)
initializing = true;
var prototype = new this();
initializing = false;
// The dummy class constructor
function Class() {
// All construction is actually done in the ctor method
if (!initializing && this.ctor)
this.ctor.apply(this, arguments);
}
// Copy static properties from base
for (var name in this) {
if (name.substr(0, 1) == '_')
Class[name] = this[name];
}
// Copy the properties over onto the new prototype
for (name in prop) {
// Check if we're overwriting an existing function
if (typeof prop[name] == "function" && typeof base[name] == "function" && fnTest.test(prop[name])) {
prototype[name] = (function(name, fn) {
return function() {
var tmp = this.base;
// Add a new .base() method that is the same method
// but on the super-class
this.base = base[name];
// The method only need to be bound temporarily, so we
// remove it when we're done executing
var ret = fn.apply(this, arguments);
this.base = tmp;
return ret;
};
})(name, prop[name]);
} else if (name.substr(0, 1) == '_') {
Class[name] = prop[name];
} else {
prototype[name] = prop[name];
}
}
// Populate our constructed prototype object
Class.prototype = prototype;
// Enforce the constructor to be what we expect
Class.prototype.constructor = Class;
// And make this class extendable
Class.extend = arguments.callee;
return Class;
};
})();
If you don't care about browser support, you could also use a WeakMap of constructor/static properties pairs. Here's the idea: http://jsfiddle.net/DfNNU/2/. This requires MyClass.prototype.constructor, which you should not discard. So, you'd need to add back constructor: MyClass to the prototype.
var statics = (function() {
var map = new WeakMap;
return function(inst) {
var ctor = inst.constructor;
return map.get(ctor) || map.set(ctor, {});
};
})();
Use it like:
var a = function() {};
var b = function() {};
var inst1 = new a;
var inst2 = new a;
var inst3 = new b;
statics(inst1).foo = 123;
statics(inst3).foo = 456;
console.log( statics(inst1).foo ); // 123
console.log( statics(inst2).foo ); // 123
console.log( statics(inst3).foo ); // 456
I've modified John Resig's class to provide copy over the parent's static members to the new class, which adds this:
for (var name in this) {
if (!Class[name]) {
Class[name] = this[name];
}
}
Here's a fiddle.
// This is a modified version of John Resig's simple inheritence class to add copying of static methods
// The new code is the for loop commented with "add in the static members"
/* Simple JavaScript Inheritance
* By John Resig http://ejohn.org/
* MIT Licensed.
*/
// Inspired by base2 and Prototype
(function(){
var initializing = false, fnTest = /xyz/.test(function(){xyz;}) ? /\b_super\b/ : /.*/;
// The base Class implementation (does nothing)
this.Class = function(){};
// Create a new Class that inherits from this class
Class.extend = function(prop) {
var _super = this.prototype;
// Instantiate a base class (but only create the instance,
// don't run the init constructor)
initializing = true;
var prototype = new this();
initializing = false;
// Copy the properties over onto the new prototype
for (var name in prop) {
// Check if we're overwriting an existing function
prototype[name] = typeof prop[name] == "function" &&
typeof _super[name] == "function" && fnTest.test(prop[name]) ?
(function(name, fn){
return function() {
var tmp = this._super;
// Add a new ._super() method that is the same method
// but on the super-class
this._super = _super[name];
// The method only need to be bound temporarily, so we
// remove it when we're done executing
var ret = fn.apply(this, arguments);
this._super = tmp;
return ret;
};
})(name, prop[name]) :
prop[name];
}
// The dummy class constructor
function Class() {
// All construction is actually done in the init method
if ( !initializing && this.init )
this.init.apply(this, arguments);
}
// Populate our constructed prototype object
Class.prototype = prototype;
// Enforce the constructor to be what we expect
Class.prototype.constructor = Class;
//add in the static members
for (var name in this) {
if (!Class[name]) {
Class[name] = this[name];
}
}
// And make this class extendable
Class.extend = arguments.callee;
return Class;
};
})();
function addText(text) {
document.getElementById('greetings').innerHTML = document.getElementById("greetings").innerHTML + '<br>' + text;
}
//parent class with a prototype method and two static methods
var Parent = Class.extend({
hello: function () {
addText('parent.hello');
}
});
Parent.static = function() {
addText('Parent.static');
}
Parent.overrideStatic = function() {
addText('Parent.overrideStatic');
}
//child class that overrides one of the parent's static methods
var Child = Parent.extend();
Child.overrideStatic = function() {
addText('Child.overrideStatic');
}
var parent = new Parent();
parent.hello();
Parent.static();
var child = new Child();
child.hello(); //should output parent.hello
Child.static(); //should output Parent.static
Child.overrideStatic();
<div id="greetings"></div>
Pass in an optional list of static members in the call to 'extend'. This method adds the static properties (if any) to a 'statics' attribute on the constructor function.
Code Changes
Changes as follows. These lines added just after the 'dummy class constructor' code:
if(staticProp) {
Class.statics = [];
for (var name in staticProp) {
!Class.statics[name] && (Class.statics[name] = staticProp[name]);
}
}
An additional argument 'staticProp' added when type is declared in order to allow introduction of static members at this stage:
Class.extend = function(prop,staticProp) {
A fiddle can be found here, includes some tests.
Usage Examples
Can define statics at type declaration time like so using the second optional constructor argument:
var A = Class.extend({},{myStatic:1});
Can access/define statics inside an instance method:
var B = Class.extend({test:function(){B.statics.myStatic=2;}});
Or from outside an instance:
A.statics.myStatic=3;
Example with requirejs:
Put Class.js in the baseUrl folder. Example new class definition. Not mandatory to name the file of the new class the same as the 'var C' (i.e. C.js) but probably better for readability so references to the C name within the class's methods are aligned to any external references to its static members:
define(['Class'],function($) {
var C = Class.extend({
init: function(params){
C.statics.myStatic++; // access static data
}
},{
myStatic: 123
});
return C;
});
Another class in D.js refers to static data in class C:
define(['Class', 'C'],function($,C) {
var D = Class.extend({
init: function(params){
C.statics.myStatic++; // static data of another class
}
},{});
return D;
});

Copying Javascript getters/setters to another prototype object

// Base class
var Base = function() {
this._value = 'base';
};
Base.prototype = {
constructor: Base,
// By function
getValue: function() {
return this._value;
},
// By getter
get value() {
return this._value;
}
};
// Sub class extends Base
var Sub = function() {
this._value = 'sub';
};
Sub.prototype = {
constructor: Sub
};
// Pass over methods
Sub.prototype.getValue = Base.prototype.getValue;
Sub.prototype.value = Base.prototype.value;
// ---
var mySub = new Sub();
alert(mySub.getValue()); // Returns 'sub'
alert(mySub.value); // Returns 'undefined'
At first glance it seems that mySub.value should return the same as mySub.getValue(), but as you can see it instead returns undefined. Obviously the getter is not finding the parent scope as the Sub instance (mySub), but rather a non-existent Base instance.
Is there any way around this other than having to assign the same getters onto the new prototype?
A more modern solution is to use the Object.defineProperty since it allows getters and setters to be handled without breaking them.
Only problem is that it takes a descriptor object, so instead of manually making one, use the Object.getOwnPropertyDescriptor function to just get it for you.
var BazValue = Object.getOwnPropertyDescriptor(Base.prototype,'value');
Object.defineProperty(Sub.prototype, 'value', BazValue);
Sub.prototype.__defineGetter__('value', Base.prototype.__lookupGetter__('value'));
Try that.
I think it would work if you assigned
Sub.prototype = new Base()
The issue is that the constructor is never run when you assign it directly from the Base.prototype.value. That value won't exist until you have an instance of the Base class (via new)
This is my typical method for extending Function to achieve inheritance:
Function.prototype.Extend = function(superClass) {
this.prototype = new superClass();
this.prototype.getSuperClass = function() {
return superClass;
};
this.getSuperClass = this.prototype.getSuperClass;
return this;
};
This will properly assign all of the parent classes methods and properties to the child 'class'.
Usage looks like
var Sub = function() {}
Sub.Extend(Base)
In addition to Alex Mcp's answer you could add new getters/setters to Sub after extending it using:
Function.prototype.addGetter = function(val,fn){
this.prototype.__defineGetter__(val,fn);
return this;
}
Function.prototype.addSetter = function(val,fn){
this.prototype.__defineSetter__(val,fn);
return this;
}
//example;
Sub.Extend(Base);
Sub.addGetter('date',function(){return +new Date;});
And to add to tylermwashburns answer: you could extend the Function prototype for that:
Function.prototype.copyGetterFrom = function(val,fromConstructor){
this.prototype.__defineGetter__(
val
,fromConstructor.prototype.__lookupGetter__(val));
return this;
}
//usage example.:
Sub.copyGetterFrom('value',Base);

Is it possible to append functions to a JS class that have access to the class's private variables?

I have an existing class I need to convert so I can append functions like my_class.prototype.my_funcs.afucntion = function(){ alert(private_var);} after the main object definition. What's the best/easiest method for converting an existing class to use this method? Currently I have a JavaScript object constructed like this:
var my_class = function (){
var private_var = '';
var private_int = 0
var private_var2 = '';
[...]
var private_func1 = function(id) {
return document.getElementById(id);
};
var private_func2 = function(id) {
alert(id);
};
return{
public_func1: function(){
},
my_funcs: {
do_this: function{
},
do_that: function(){
}
}
}
}();
Unfortunately, currently, I need to dynamically add functions and methods to this object with PHP based on user selected settings, there could be no functions added or 50. This is making adding features very complicated because to add a my_class.my_funcs.afunction(); function, I have to add a PHP call inside the JS file so it can access the private variables, and it just makes everything so messy.
I want to be able to use the prototype method so I can clean out all of the PHP calls inside the main JS file.
Try declaring your "Class" like this:
var MyClass = function () {
// Private variables and functions
var privateVar = '',
privateNum = 0,
privateVar2 = '',
privateFn = function (arg) {
return arg + privateNum;
};
// Public variables and functions
this.publicVar = '';
this.publicNum = 0;
this.publicVar2 = '';
this.publicFn = function () {
return 'foo';
};
this.publicObject = {
'property': 'value',
'fn': function () {
return 'bar';
}
};
};
You can augment this object by adding properties to its prototype (but they won't be accessible unless you create an instance of this class)
MyClass.prototype.aFunction = function (arg1, arg2) {
return arg1 + arg2 + this.publicNum;
// Has access to public members of the current instance
};
Helpful?
Edit: Make sure you create an instance of MyClass or nothing will work properly.
// Correct
var instance = new MyClass();
instance.publicFn(); //-> 'foo'
// Incorrect
MyClass.publicFn(); //-> TypeError
Okay, so the way you're constructing a class is different than what I usually do, but I was able to get the below working:
var my_class = function() {
var fn = function() {
this.do_this = function() { alert("do this"); }
this.do_that = function() { alert("do that"); }
}
return {
public_func1: function() { alert("public func1"); },
fn: fn,
my_funcs: new fn()
}
}
var instance = new my_class();
instance.fn.prototype.do_something_else = function() {
alert("doing something else");
}
instance.my_funcs.do_something_else();
As to what's happening [Edited]:
I changed your my_funcs object to a private method 'fn'
I passed a reference to it to a similar name 'fn' in the return object instance so that you can prototype it.
I made my_funcs an instance of the private member fn so that it will be able to execute all of the fn methods
Hope it helps, - Kevin
Maybe I'm missing what it is you're trying to do, but can't you just assign the prototype to the instance once you create it? So, first create your prototype object:
proto = function(){
var proto_func = function() {
return 'new proto func';
};
return {proto_func: proto_func};
}();
Then use it:
instance = new my_class();
instance.prototype = proto;
alert(instance.prototype.proto_func());

Categories

Resources