Funtypes allow you to take values about which you have no assurances and check that they conform to some type A
.
This is done by means of composable type validators of primitives, literals, arrays, tuples, records, unions,
intersections and more.
This library is a fork of the excellent runtypes by Tom Crockett
npm install --save funtypes
Suppose you have objects which represent asteroids, planets, ships and crew members. In TypeScript, you might write their types like so:
type Vector = [number, number, number];
type Asteroid = {
type: 'asteroid';
location: Vector;
mass: number;
};
type Planet = {
type: 'planet';
location: Vector;
mass: number;
population: number;
habitable: boolean;
};
type Rank = 'captain' | 'first mate' | 'officer' | 'ensign';
type CrewMember = {
name: string;
age: number;
rank: Rank;
home: Planet;
};
type Ship = {
type: 'ship';
location: Vector;
mass: number;
name: string;
crew: CrewMember[];
};
type SpaceObject = Asteroid | Planet | Ship;
If the objects which are supposed to have these shapes are loaded from some external source, perhaps a JSON file, we need to
validate that the objects conform to their specifications. We do so by building corresponding Runtype
s in a very straightforward
manner:
import { Boolean, Number, String, Literal, Array, Tuple, Object, Union } from 'funtypes';
const Vector = Tuple(Number, Number, Number);
const Asteroid = Object({
type: Literal('asteroid'),
location: Vector,
mass: Number,
});
const Planet = Object({
type: Literal('planet'),
location: Vector,
mass: Number,
population: Number,
habitable: Boolean,
});
const Rank = Union(
Literal('captain'),
Literal('first mate'),
Literal('officer'),
Literal('ensign'),
);
const CrewMember = Object({
name: String,
age: Number,
rank: Rank,
home: Planet,
});
const Ship = Object({
type: Literal('ship'),
location: Vector,
mass: Number,
name: String,
crew: Array(CrewMember),
});
const SpaceObject = Union(Asteroid, Planet, Ship);
(See the examples directory for an expanded version of this.)
Now if we are given a putative SpaceObject
we can validate it like so:
// spaceObject: SpaceObject
const spaceObject = SpaceObject.check(obj);
If the object doesn't conform to the type specification, check
will throw an exception.
In TypeScript, the inferred type of Asteroid
in the above example is
Runtype<{
type: 'asteroid'
location: [number, number, number]
mass: number
}>
That is, it's a Runtype<Asteroid>
, and you could annotate it as such. But we don't really have to define the
Asteroid
type in TypeScript at all now, because the inferred type is correct. Defining each of your types
twice, once at the type level and then again at the value level, is a pain and not very DRY.
Fortunately you can define a static Asteroid
type which is an alias to the Runtype
-derived type like so:
import { Static } from 'funtypes';
type Asteroid = Static<typeof Asteroid>;
which achieves the same result as
type Asteroid = {
type: 'asteroid';
location: [number, number, number];
mass: number;
};
In addition to providing a check
method, funtypes can be used as type guards:
function disembark(obj: {}) {
if (SpaceObject.test(obj)) {
// obj: SpaceObject
if (obj.type === 'ship') {
// obj: Ship
obj.crew = [];
}
}
}
The Union
runtype offers the ability to do type-safe, exhaustive case analysis across its variants using the match
method:
const isHabitable = SpaceObject.match(
asteroid => false,
planet => planet.habitable,
ship => true,
);
if (isHabitable(spaceObject)) {
// ...
}
There's also a top-level match
function which allows testing an ad-hoc sequence of funtypes:
const makeANumber = match(
[Number, n => n * 3],
[Boolean, b => b ? 1 : 0],
[String, s => s.length],
);
makeANumber(9); // = 27
To allow the function to be applied to anything and then handle match failures, simply use an Unknown
case at the end:
const makeANumber = match(
[Number, n => n * 3],
[Boolean, b => b ? 1 : 0],
[String, s => s.length],
[Unknown, () => 42]
);
Beyond mere type checking, we can add arbitrary runtime constraints to a Runtype
:
const Positive = Number.withConstraint(n => n > 0);
Positive.check(-3); // Throws error: Failed constraint check
You can provide more descriptive error messages for failed constraints by returning
a string instead of false
:
const Positive = Number.withConstraint(n => n > 0 || `${n} is not positive`);
Positive.check(-3); // Throws error: -3 is not positive
You can set a custom name for your runtype, which will be used in default error
messages and reflection, by using the name
prop on the optional options
parameter:
const C = Number.withConstraint(n => n > 0, {name: 'PositiveNumber'});
To change the type, there are two ways to do it: passing a type guard function
to a new Runtype.withGuard()
method, or using the familiar
Runtype.withConstraint()
method. (Both methods also accept an options
parameter to optionally set the name.)
Using a type guard function is the easiest option to change the static type, because TS will infer the desired type from the return type of the guard function.
// use Buffer.isBuffer, which is typed as: isBuffer(obj: any): obj is Buffer;
const B = Unknown.withGuard(Buffer.isBuffer);
type T = Static<typeof B>; // T is Buffer
However, if you want to return a custom error message from your constraint
function, you can't do this with a type guard because these functions can only
return boolean values. Instead, you can roll your own constraint function and
use the withConstraint<T>()
method. Remember to specify the type parameter for
the Constraint
because it can't be inferred from your check function!
const check = (o: any) => Buffer.isBuffer(o) || 'Dude, not a Buffer!';
const B = Unknown.withConstraint<Buffer>(check);
type T = Static<typeof B>; // T will have type of `Buffer`
One important choice when changing Constraint
static types is choosing the
correct underlying type. The implementation of Constraint
will validate the
underlying type before running your constraint function. So it's important to
use a lowest-common-denominator type that will pass validation for all expected
inputs of your constraint function or type test. If there's no obvious
lowest-common-denominator type, you can always use Unknown
as the underlying
type, as shown in the Buffer
examples above.
Speaking of base types, if you're using a type guard function and your base type
is Unknown
, then there's a convenience runtype Guard
available, which is a
shorthand for Unknown.withGuard
.
// use Buffer.isBuffer, which is typed as: isBuffer(obj: any): obj is Buffer;
const B = Guard(Buffer.isBuffer);
type T = Static<typeof B>; // T will have type of `Buffer`
Funtypes along with constraint checking are a natural fit for enforcing function
contracts. You can construct a contract from Runtype
s for the parameters and
return type of the function:
const divide = Contract(
// Parameters:
Number,
Number.withConstraint(n => n !== 0 || 'division by zero'),
// Return type:
Number,
).enforce((n, m) => n / m);
divide(10, 2); // 5
divide(10, 0); // Throws error: division by zero
Funtypes can be used to represent a variable that may be null or undefined as well as representing keys within records that may or may not be present.
// For variables that might be undefined or null
const MyString = String; // string (e.g. 'text')
const MyStringMaybe = String.Or(Undefined); // string | undefined (e.g. 'text', undefined)
const MyStringNullable = String.Or(Null); // string | null (e.g. 'text', null)
If a Object
may or may not have some keys, we can declare the optional
keys using myRecord.And(Partial({ ... }))
. Partial keys validate successfully if
they are absent or undefined (but not null) or the type specified
(which can be null).
// Using `Ship` from above
const RegisteredShip = Ship.And(Object({
// All registered ships must have this flag
isRegistered: Literal(true),
})).And(Partial({
// We may or may not know the ship's classification
shipClass: Union(Literal('military'), Literal('civilian')),
// We may not know the ship's rank (so we allow it to be undefined via `Partial`),
// we may also know that a civilian ship doesn't have a rank (e.g. null)
rank: Rank.Or(Null),
}));
If a record has keys which must be present but can be null, then use
the Object
runtype normally instead.
const MilitaryShip = Ship.And(Object({
shipClass: Literal('military'),
// Must NOT be undefined, but can be null
lastDeployedTimestamp: Number.Or(Null),
}));
Array and Object funtypes have a special function .asReadonly()
, that creates a new runtype where the values are readonly.
For example:
const Asteroid = Object({
type: Literal('asteroid'),
location: Vector,
mass: Number,
}).asReadonly()
Static<typeof Asteroid> // { readonly type: 'asteroid', readonly location: Vector, readonly mass: number }
const AsteroidArray = Array(Asteroid).asReadonly()
Static<typeof AsteroidArray> // ReadonlyArray<Asteroid>