Runtime validation for static types
npm install funtypesFuntypes 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:
`ts
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 Runtypes in a very straightforward
manner:
`ts
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:
`ts`
// spaceObject: SpaceObject
const spaceObject = SpaceObject.parse(obj);
If the object doesn't conform to the type specification, parse will throw an exception.
In TypeScript, the inferred type of Asteroid in the above example is
`ts`
Codec<{
type: 'asteroid'
location: [number, number, number]
mass: number
}>
That is, it's a Codec, and you could annotate it as such. But we don't really have to define theAsteroid type in TypeScript at all now, because the inferred type is correct. Defining each of your typesAsteroid
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 type which is an alias to the Codec-derived type like so:
`ts
import { Static } from 'funtypes';
type Asteroid = Static
`
which achieves the same result as
`ts`
type Asteroid = {
type: 'asteroid';
location: [number, number, number];
mass: number;
};
In addition to providing a parse method, funtypes can be used as type guards:
`ts`
function disembark(obj: {}) {
if (SpaceObject.test(obj)) {
// obj: SpaceObject
if (obj.type === 'ship') {
// obj: Ship
obj.crew = [];
}
}
}
Beyond mere type checking, we can add arbitrary runtime constraints to a Codec:
`ts
const Positive = Constraint(Number, 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:
`ts${n} is not positive
const Positive = Constraint(Number, n => n > 0 || );
Positive.check(-3); // Throws error: -3 is not positive
`
You can set a custom name for your runtype, which will be used in default error
messages and reflection, by using the name prop on the optional options
parameter:
`typescript`
const C = Constraint(Number, n => n > 0, {name: 'PositiveNumber'});
To change the type, you can explicitly specify the underlying type and the
constrained type when calling Constrain. Note that TypeScript will not
check that your constraint function actually validates that the value is the
constrained type.
`typescript${string}@${string}
type Email = `
const EmailSchema = Constraint
The easiest way to add your own custom types is using the Guard function.
TypeScript will infer the type for your codec from the function you provide.
`typescript`
// use Buffer.isBuffer, which is typed as: isBuffer(obj: any): obj is Buffer;
const B = Guard(Buffer.isBuffer, { name: "Buffer" });
type T = Static
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 Constraint method. Remember to specify the type parameter forConstraint
the because it can't be inferred from your check function!
`typescriptBuffer
const check = (o: any) => Buffer.isBuffer(o) || 'Dude, not a Buffer!';
const B = Constraint
type T = Static`
One important choice when changing Constraint static types is choosing theConstraint
correct underlying type. The implementation of will validate theUnknown
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 as the underlyingBuffer
type, as shown in the examples above.
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.
`ts`
// For variables that might be undefined or null
const MyString = String; // string (e.g. 'text')
const MyStringMaybe = Union(String, Undefined); // string | undefined (e.g. 'text', undefined)
const MyStringNullable = Union(String, Null); // string | null (e.g. 'text', null)
const MyOtherStringNullable = Nullable(String); // Equivalent to Union(String, Null)
If a Object may or may not have some keys, we can declare the optionalmyRecord.And(Partial({ ... }))
keys using . Partial keys validate successfully if
they are absent or undefined (but not null) or the type specified
(which can be null).
`tsShip
// Using from above
const RegisteredShip = Intersect(
Ship,
Object({
// All registered ships must have this flag
isRegistered: Literal(true),
}),
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: Nullable(Rank),
})
);
If a record has keys which _must be present_ but can be null, then use
the Object runtype normally instead.
`ts`
const MilitaryShip = Intersect(
Ship,
Object({
shipClass: Literal('military'),
// Must NOT be undefined, but can be null
lastDeployedTimestamp: Nullable(Number),
})
);
Arrays, Objects, Tuples and Intersections of Arrays, Objects and Tuples can be made readonly using the Readonly helper:
For example:
`typescript
const Asteroid = Readonly(
Object({
type: Literal('asteroid'),
location: Vector,
mass: Number,
})
)
Static
const AsteroidArray = Readonly(Array(Asteroid))
Static
`
You can also use ReadonlyArray, ReadonlyObject, ReadonlyPartial, ReadonlyTuple as shorthands if you know you want read only variants, and you can import from funtypes/readonly instead of importing from funtypes to default to read only for all types.
Objects (and intersections of objects) can be manipulated using Partial, Pick and Omit just like they can in TypeScript.
`typescript``
const Asteroid = Object({
type: Literal('asteroid'),
location: Vector,
mass: Number,
})
const PartialAsteroid = Partial(Asteroid) // Codec<{ type?: "asteroid"; location?: Vector; mass?: number }>
const MassObj = Pick(Asteroid, ["mass"]) // Codec<{ mass: number }>
const TypeAndLocObj = Omit(Asteroid, ["mass"]) // Codec<{ type: "asteroid"; location: Vector }>