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Suggestion: Units of measure #364
Comments
Definitely love this feature in F#. Would need to pick some syntax for how you define these and make sure we're not too at risk for future JS incompatibility with whatever is picked. |
👍 |
Not sure if this should be in TypeScript. You can use classes to manage this: |
You could, but using a class is a lot of overhead for doing calculations while ensuring type. It's also much more code to maintain and it's barely readable when doing complex calculations. A units of measure feature adds no runtime overhead and—in my opinion—it would make the language much more attractive. |
Meanwhile in order to simulate units of measure, thank to the dynamic nature of JavaScript, you can use interfaces and the trick to get nominal types
unfortunately due to 'best common type' resolution (which hopefully is going to be fixed) the following wont be prevented:
however this will be
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Some suggested syntax: declare type m;
declare type s;
declare type a = m/s^2;
var acceleration = 12<a>,
time = 10<s>;
var distance = 1/2 * acceleration * time * time; // distance is implicitly typed as number<m> This could also allow for tiny types like so: declare type email;
function sendEmail(email: string<email>, message : string) {
// send the email in here
}
var myEmail = "[email protected]"<email>;
sendEmail(myEmail, "Hello!"); // valid
sendEmail("some string", "Hello!"); // invalid Some outstanding questions I can think of:
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@dsherret, unit measures are meant for primitive types for better type safety, more complex custom structures (including generics) don't need it, however standard built-in complex types might benefit from it too, so:
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@Aleksey-Bykov ah yeah, I forgot about how it could be useful for boolean too. Date makes sense to me as well because you can't extend dates. Other than that, I don't see much use for it with anything else (including undefined, void, and null). So:
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I have started to write a proposal for this feature. Please offer your suggestions and criticisms. I've tried to make it similar to F#: https://github.com/dsherret/Units-of-Measure-Proposal-for-TypeScript I'm not at all familiar with the typescript compiler so I don't know how much of an impact this feature would have on it. |
@dsherret, I think Or, even without /*
Types defined by this syntax can extend only one of the primitive types, or, only `number` for this feature.
`m` and `s` should be treated as two different types, both derived from `number`.
`m` and `s` should also be discriminated against `number`.
*/
type m extends number;
type s extends number;
/* Mathematic operators in type definition creates new type. */
type a = m / s ^ 2;
// Note: Wouldn't caret here be confusing, as it still works as a XOR operator in other lines?
var acceleration = <a>12;
var time = <s>10;
time += <s>5; // Valid
time += 5; // Error, not compatible
/* ... */ |
Caret I thought using caret might be confusing because it's usually used as the XOR operator, but to me the benefit of readability outweighs the potential confusion. // This seems more readable to me:
type V = (kg * m^2) / (A * s^3);
// than this:
type V = (kg * m * m) / (A * s * s * s) However, yeah it might cause some confusion when it's actually used in a statement: var area = 10<m^2> + 20<m^2>; Though I think the caret being within the angle brackets makes it fairly obvious that it's not the XOR operator, though I know some people would definitely think that on first glance. It is nicer than writing this: var area = 10<m*m> + 20<m*m>; and I think only allowing that would cause some people to write definitions like so (which I think would look gross in the code): type m2 = m * m;
type m3 = m2 * m; Definition I thought using the Here's some other alternatives I can think of: type number<m>;
type string<email>;
// -- or
type m : number;
type email : string; Before or after I think doing this: var distance = 100<m> + 20<m/s> * 10<s>; ...is more readable when visualizing the mathematics and aligns more with F#. Doing this makes more sense with the statement var distance = <m>100 + <m/s>20 * <s>10; I don't know... I guess we can keep coming up with ideas for all of this. |
By the way, do you think it might be confusing to even referencing units of measure and tiny types as "types" (even though it's done in F#). Usually in javascript, when I think of a type, it's something I can use in plain javascript like: |
I agree that When it comes to typing, I think that's not always true. We cannot do type s extends number;
var time = new s(3); // still `s`, discriminated against normal number type.
console.log(time.toFixed(0)); would be converted to: var time = new Number(3);
console.log(time.toFixed(0)); However, I think we have to discuss more to decide whether this is really needed. |
I have a few questions for the ideas in this topic:
measure a = b / c;
measure b = a * c;
measure c = b / a; Or is this circular pattern not allowed? My answers would be:
measure a;
measure b = a * c; // usage before definition is allowed, as long as it's not a circular dependency.
measure c; @saschanaz How can you create a variable with the measure I'd prefer the unit of measure to be after the number literal or expression, like @dsherret suggested. |
@ivogabe, Right, I think just |
@ivogabe great questions! Scope I've been wondering about this myself. For example, what should happen in the following case: module MyModule {
export class MyClass {
myMethod() : number<m/s> {
return 20<m/s>;
}
}
} Just throwing out some ideas here, but maybe measures could be imported in order to prevent conflicts between libraries... so you would have to write something like module MyModule {
export measure m;
export measure s;
export class MyClass {
myMethod() : number<m/s> {
return 20<m/s>;
}
}
} That could help prevent conflicts because you could do type keyword vs other keywords I do like the measure keyword more specifically for units of measure, but I was trying to think of how to use it in combination with something like the annotations as outlined in the original codeplex case... so I just temporarily rolled with the Dimensionless measure Another suggestion would just to make it a plain old var ratio = 10<s> / 20<s>; // ratio is now just type number and not number<s/s> Other than number I think it can be useful. A lot of other developers would disagree. It basically adds another level of constraint... so the compiler basically forces the developer to say "yes, I really want to do this". For example, when sending an email: SendEmail("Some message", "[email protected]"); // compile error
SendEmail("Some message"<message>, "[email protected]"<emailTo>); // whoops i mixed up the arguments... still getting a compile error
SendEmail("[email protected]"<emailTo>, "Some message"<message>); // that's better... no compile error It's something I would definitely use, but if nobody else in the world would I'm fine with not focusing on this and just looking at a units of measure feature. I do think it would be a great tool to use to help make sure the code that's being written is correct. Same name as class, module, or variable I agree with what you said. It could get confusing to allow the same name. Circular patterns I agree again. Conclusion I'm going to start collecting all the ideas outlined in this thread and then someone on the typescript team can widdle it down to what they think would be good. |
I think there should be a difference between a number without a measure and a number with a dimensionless measure. For example, I think a number without a measure can be casted to any measure, but a dimensionless measure can't.
|
@ivogabe Ok, I see the point of that now. That makes a lot of sense. So it won't work when assigned directly to a number with a dimension, but it will work when used with another measure (or combination of) that has a dimension. For example:
By the way, do you think it's a good idea to allow people to change a variable's measure after it's been created? In your example, don't you think the programmer should define Also, another point I just thought of... we'll have to look into how a units of measure feature would work with the math functions. For example, this shouldn't be allowed: Math.min(0<s>, 4<m>); ...and power should work like this: var area = Math.pow(2<m>, 2); // area implicitly typed to number<m^2> |
I would propose a rule that it's allowed to add a measure to an expression that doesn't have a measure. So you don't change the measure (since it didn't have a measure) but you add one. var time = 3<s>; // '3' is an expression that doesn't have a measure, so a measure can be added.
// Old function that doesn't have info about measures
function oldFunction(a: number, b: number) {
return a + b;
}
time = oldFunction(4<s>, 8<s>)<s>;
// Function that returns a value whose measure cannot be determined.
var someNumber = 8;
var result = Math.pow(time, someNumber)<s^8>; |
Made changes based on this thread: microsoft/TypeScript#364 - Added more examples - Removed tiny types (maybe this can be added in later?)
@ivogabe Yes, that's true. It would also be useful when using external libraries that return values without units of measure defined. By the way, what are your thoughts of defining them as such:
For example, |
I think generics can help Math functions if we keep units as types. // My old proposal being slightly changed: extends -> sorts.
type second sorts number;
/*
T here should be number type units.
`T extends number` here would include normal numbers, while `sorts` would not.
*/
interface Math {
min<T sorts number>(...values: T[]): T;
min(...values: number[]): number;
} I'm not sure about Math.pow, however. Maybe we just have to give normal number type and let it be casted, as @ivogabe did. // This is just impossible.
pow<T ^ y>(x: T, y: number): T ^ y;
// `T extends number` now explicitly includes normal numbers.
pow<T extends number>(x: T, y: number): number; |
@dsherret That doesn't matter to me, I just chose @saschanaz In my opinion units shouldn't be types, but you can use them as a type, like I don't see a scenario where a |
Normally, interface Foo { /* */ }
interface Bar extends Foo { /* */ }
function someFunction<T extends Foo>(x: T, y: T): T { /* */ }
var foo: Foo;
var bar: Bar;
someFunction(foo, bar); // returns Foo I think we don't want to allow By the way, I like |
Well, it may be better to allow this, for backwards compatibility. When you change, for instance, Date's getSeconds method to var date = new Date();
var seconds = Math.min(date.getSeconds(), 30); I think backwards compatibility is important for this feature since we don't want to break old code and we don't want to force people using units of measure. One question would be, should the following code compile: var date = new Date();
var value = Math.min(date.getSeconds(), date.getHours()); Backwards compatibility versus a logical implementation. |
To not force a developer to use units of measure and to allow for backwards compatibility, I don't think
Not doing so would definitely break a lot of existing code. I'm thinking there might be scenarios where a developer actually wants to do something like |
Note: another proposal also uses It's already mentioned here, but just to note ;) |
Is there any news about this? |
👍 |
This could be very very useful if combined with React-Radium for CSS Units of measure being used inline with JS. |
I’d also like to see this included in the language as I found this very powerful in Haskell, e.g. Statically differentiate between say URLs |
@Aleksey-Bykov Thanks, I’ll check it out 😄 |
keep in mind, since type tagging is an official hack there are a few flavors of how it can be done: #8510, #202 (comment), #202 (comment) funny fact is that hacks like this are officially discouraged (hi @RyanCavanaugh , i am still using |
Has there been any updates on this proposal? I've been using one of the hacks that @Aleksey-Bykov shared, but would love to have this ability built into typescript. |
this what our latest workaround looks like: declare global {
declare class In<T> { private '____ in': T; }
declare class Per<T> { private '____ per': T; }
declare class As<T> { private '____ as': T; }
type Delta = As<'quantity'>;
type MegabitsPerSecond = number & In<'megabit'> & Per<'second'>;
type MegasymbolsPerSecond = number & In<'megasymbol'> & Per<'second'>;
type Megahertz = number & In<'megahertz'>;
type Pixels = number & In<'pixel'>;
type Decibels = number & In<'decibel'>;
type ChipsPerSymbol = number & In<'chip'> & Per<'symbol'>;
type PixelsPerMegahertz = number & In<'pixel'> & Per<'megahertz'>;
type Milliseconds = number & In<'millisecond'>;
type PixelsPerMillisecond = number & In<'pixel'> & Per<'millisecond'>;
interface Number {
plus<U>(this: number & In<U> & Delta, right: number & In<U> & Delta): number & In<U>;
plus<U>(this: number & In<U> & Delta, right: number): number & In<U>;
plus<U>(this: number & In<U>, right: number & In<U> & Delta): number & In<U>;
plus<U>(this: number & In<U>, right: number & In<U>): void; // <-- either param needs to be of `& Delta`
plus(this: number, right: number): number;
minus<U>(this: number & In<U>, right: number & In<U> & Delta): number & In<U>;
minus<U>(this: number & In<U>, right: number & In<U>): number & In<U> & Delta;
minus(this: number, value: number): number;
dividedBy<U, V>(this: number & In<U> & Per<V>, value: number & In<U> & Per<V>): number;
dividedBy<U, V>(this: number & In<U> & Delta, value: number & In<U> & Per<V>): number & In<V> & Delta;
dividedBy<U, V>(this: number & In<U>, value: number & In<U> & Per<V>): number & In<V>;
dividedBy<U, V>(this: number & In<U>, value: number & In<V>): number & In<U> & Per<V>;
dividedBy<U, V>(this: number & In<U> & Per<V>, value: number): number & In<U> & Per<V>;
dividedBy<U>(this: number & In<U>, value: number & In<U>): number;
dividedBy(this: number, value: number): number;
times<U, V>(this: number & In<U> & Per<V>, value: number): number & In<U> & Per<V>;
times<U, V>(this: number & In<U>, value: number & In<V> & Per<U>): number & In<V>;
times<U>(this: number & In<U>, value: number): number & In<U>;
times<U>(this: number, value: number & In<U> & Delta): number & In<U> & Delta;
times<U>(this: number, value: number & In<U>): number & In<U>;
times(this: number, value: number): number;
}
}
Number.prototype.minus = function minus(this: number, value: number): number {
return this - value;
} as typeof Number.prototype.minus;
Number.prototype.plus = function plus(this: number, value: number): number {
return this + value;
} as typeof Number.prototype.plus;
Number.prototype.times = function times(this: number, value: number): number {
return this * value;
} as typeof Number.prototype.times;
Number.prototype.dividedBy = function dividedBy (this: number, value: number): number {
return this / value;
} as typeof Number.prototype.dividedBy;
|
You all might be interested in the declare const as: unique symbol; // The type of this Symbol is essentially nominal
type As<T> = number & { [as]: T } My use case for this is not for units of measure, but rather for dependency injection. declare const associated: unique symbol;
type Injectable<T> = string & { [associated]: T }
const foo: Injectable<number> = 'foo';
const bar: Injectable<(number) => boolean> = 'bar';
...
inject([foo, bar], function(injectedFoo, injectedBar) {
// TypeScript knows that injectedFoo is a `number`, and injectedBar is a `(number) => boolean`
} The code for interface inject {
(dependencies: undefined[], () => void): void
<A>(dependencies: [Injectable<A>], (a: A) => void): void
<A, B>(dependencies: [Injectable<A>, Injectable<B>], (a: A, b: B) => void): void
} |
@qm3ster i wish it had anything to do with unit of measures, from what it looks it just defines some algebra over some opaque types |
@Aleksey-Bykov I made this (and it works), but it requires your operations to base on my type Exponent = -4 | -3 | -2 | -1 | 0 | 1 | 2 | 3 | 4;
type NegativeExponent<T extends Exponent> = (
T extends -4 ? 4 :
T extends -3 ? 3 :
T extends -2 ? 2 :
T extends -1 ? 1 :
T extends 0 ? 0 :
T extends 1 ? -1 :
T extends 2 ? -2 :
T extends 3 ? -3 :
T extends 4 ? -4 :
never
);
type SumExponents<A extends Exponent, B extends Exponent> = (
A extends -4 ? (
B extends 0 ? -4 :
B extends 1 ? -3 :
B extends 2 ? -2 :
B extends 3 ? -1 :
B extends 4 ? 0 :
never
) :
A extends -3 ? (
B extends -1 ? -4 :
B extends 0 ? -3 :
B extends 1 ? -2 :
B extends 2 ? -1 :
B extends 3 ? 0 :
B extends 4 ? 1 :
never
) :
A extends -2 ? (
B extends -2 ? -4 :
B extends -1 ? -3 :
B extends 0 ? -2 :
B extends 1 ? -1 :
B extends 2 ? 0 :
B extends 3 ? 1 :
B extends 4 ? 2 :
never
) :
A extends -1 ? (
B extends -3 ? -4 :
B extends -2 ? -3 :
B extends -1 ? -2 :
B extends 0 ? -1 :
B extends 1 ? 0 :
B extends 2 ? 1 :
B extends 3 ? 2 :
B extends 4 ? 3 :
never
) :
A extends 0 ? (
B extends -4 ? -4 :
B extends -3 ? -3 :
B extends -2 ? -2 :
B extends -1 ? -1 :
B extends 0 ? 0 :
B extends 1 ? 1 :
B extends 2 ? 2 :
B extends 3 ? 3 :
B extends 4 ? 4 :
never
) :
A extends 1 ? (
B extends -4 ? -3 :
B extends -3 ? -2 :
B extends -2 ? -1 :
B extends -1 ? 0 :
B extends 0 ? 1 :
B extends 1 ? 2 :
B extends 2 ? 3 :
B extends 3 ? 4 :
never
) :
A extends 2 ? (
B extends -4 ? -2 :
B extends -3 ? -1 :
B extends -2 ? 0 :
B extends -1 ? 1 :
B extends 0 ? 2 :
B extends 1 ? 3 :
B extends 2 ? 4 :
never
) :
A extends 3 ? (
B extends -4 ? -1 :
B extends -3 ? 0 :
B extends -2 ? 1 :
B extends -1 ? 2 :
B extends 0 ? 3 :
B extends 1 ? 4 :
never
) :
A extends 4 ? (
B extends -4 ? 0 :
B extends -3 ? 1 :
B extends -2 ? 2 :
B extends -1 ? 3 :
B extends 0 ? 4 :
never
) :
never
);
type Unit = number & {
s: Exponent,
m: Exponent,
kg: Exponent,
};
// basic unit types
type Seconds = number & {
s: 1,
m: 0,
kg: 0,
};
type Meters = number & {
s: 0,
m: 1,
kg: 0,
};
type Kg = number & {
s: 0,
m: 0,
kg: 1,
};
// unit operations
const add = <T extends Unit>(a: T, b: T) => (a + b) as T;
const sub = <T extends Unit>(a: T, b: T) => (a - b) as T;
type MultiplyUnits<A extends Unit, B extends Unit> = number & {
s: SumExponents<A["s"], B["s"]>,
m: SumExponents<A["m"], B["m"]>,
kg: SumExponents<A["kg"], B["kg"]>,
};
type DivideUnits<A extends Unit, B extends Unit> = number & {
s: SumExponents<A["s"], NegativeExponent<B["s"]>>,
m: SumExponents<A["m"], NegativeExponent<B["m"]>>,
kg: SumExponents<A["kg"], NegativeExponent<B["kg"]>>,
};
const mul = <A extends Unit, B extends Unit>(a: A, b: B): MultiplyUnits<A, B> => (a * b) as MultiplyUnits<A, B>;
const div = <A extends Unit, B extends Unit>(a: A, b: B): DivideUnits<A, B> => (a / b) as DivideUnits<A, B>;
const pow = <A extends Unit>(a: A): MultiplyUnits<A, A> => mul(a, a);
// # examples of usage #
// custom unit types
type MetersPerSecond = number & {
s: -1,
m: 1,
kg: 0,
};
type SquaredMeters = number & {
s: 0,
m: 2,
kg: 0,
};
type Newtons = number & {
s: -2,
m: 1,
kg: 1,
};
const speedToDistance = (speed: MetersPerSecond, time: Seconds): Meters => mul(speed, time);
const calculateSpeed = (distance: Meters, time: Seconds): MetersPerSecond => div(distance, time);
const rectangleArea = (width: Meters, height: Meters): SquaredMeters => mul(width, height);
type Vec2<T extends number> = [T, T];
const addVec2 = <T extends Unit>(v1: Vec2<T>, v2: Vec2<T>): Vec2<T> => [add(v1[0], v2[0]), add(v1[1], v2[1])];
const scaleVec2 = <U extends Unit, T extends Unit>(scale: U, v: Vec2<T>): Vec2<MultiplyUnits<T, U>> => [mul(v[0], scale), mul(v[1], scale)];
const divVec2 = <U extends Unit, T extends Unit>(factor: U, v: Vec2<T>): Vec2<DivideUnits<T, U>> => [div(v[0], factor), div(v[1], factor)];
type PhysicalBody = {
velocity: Vec2<MetersPerSecond>,
mass: Kg
};
// error below because you cant add speed vector to acceleration vector
const applyForceError = (force: Vec2<Newtons>, duration: Seconds, body: PhysicalBody): PhysicalBody => ({
...body,
velocity: addVec2(body.velocity, divVec2(body.mass, force))
});
// this one works because Newtons multiplied by Kilograms and Seconds equals Meters per Seconds, which is body velocity
const applyForce = (force: Vec2<Newtons>, duration: Seconds, body: PhysicalBody): PhysicalBody => ({
...body,
velocity: addVec2(body.velocity, scaleVec2(duration, divVec2(body.mass, force)))
}); |
quite interesting, we haven't gotten that far, our arithetic is very simple |
I have updated it a bit to be more robust and easy to use and published it as an open source lib. I hope you will like it! Here's a link: https://github.com/mindbrave/uom-ts |
I have implemented typelevel arithmetic on (Peano-encoded) natural numbers here: https://github.com/atennapel/ts-typelevel-computation/blob/master/src/Nat.ts, maybe it's useful for units of measure. |
I'm working on a browser game with a canvas and different distance units like CanvasClientSpace (browser pixels), CanvasMemorySpace (memory space of the canvas, 2x browser pixels on 4k screens), GameSpace (position unit for drawing objects to the canvas). Using the correct values for the algorithms like collision detection etc. drive me nuts, so I came here and I really like @fenduru 's comment on unique symbol pseudotypes so I do this now (used a more general example): // lib/unit.ts
declare const UnitSymbol: unique symbol
export type Unit<S> = number & {[UnitSymbol]: S}
// src/code.ts
declare const MeterSymbol: unique symbol
declare const SquareMetersSymbol: unique symbol
declare const SecondsSymbol: unique symbol
type Meters = Unit<typeof MeterSymbol>
type SquareMeters = Unit<typeof SquareMetersSymbol>
type Seconds = Unit<typeof SecondsSymbol>
function area(a: Meters, b: Meters): SquareMeters {
return (a * b) as SquareMeters
}
const twoMeters = 2 as Meters
const fiveSeconds = 5 as Seconds
area(2, 4); // err
area(twoMeters, 4) // err
area(twoMeters, fiveSeconds); // err
area(twoMeters, twoMeters) // ok I'd also like to show another example where we can use pseudo-primitive types for more secure code // lib/strict.ts
declare const StrictSymbol: unique symbol
export type Strict<T, S> = T & {[StrictSymbol]: S}
// src/code.ts
declare const IBANSymbol: unique symbol
type IBAN = Strict<string, typeof IBANSymbol>
const INVALID_IBAN = Symbol()
const unsafeIBAN = 'DE00-0000-0000-0000-0000-00' // from user input
function validateIBAN(iban: string): IBAN | typeof INVALID_IBAN {
// validate: returns INVALID_IBAN if invalid
return iban as IBAN
}
async function createAccount(iban: IBAN) {}
{ // nice try
createAccount('bla') // err
}
{ // meep: might be invalid
const iban = validateIBAN(unsafeIBAN)
createAccount(iban) // err
}
{
const iban = validateIBAN(unsafeIBAN)
if (iban !== INVALID_IBAN) {
createAccount(iban)
}
} Of course you need to write some boilerplate code and the typesystem has no idea about units so you have to create every type for every unit combination you want to support. On the other hand, here is an example what you can do, if this will not land. |
Here is my user-space implementation of this: Playground. |
EDIT: Upon closer reading of the discussion above, I realize that an important criteria is not to incur runtime overhead. My library below definitely incurs runtime overhead as the operators are defined as function calls on a wrapper object. For obvious reasons, they are also not as succint as built-in support for such operators. I didn't see this feature request until just now but I wanted to let folks know that I ended up implementing a physical units library over the course of the past year that does many of the things being discussed above. I did this mostly for my own entertainment, trying to learn more about advanced TypeScript types and because I needed some type safety in a personal home automation project that I've been working on: https://github.com/buge/ts-units Coincidentally, I did something similar to what mindbrave was suggesting above but with indexed access types. Here's an example of what adding two exponents looks like: export type Add<A extends Exponent, B extends Exponent> =
_Add[UndefinedToZero<A>][UndefinedToZero<B>];
interface _Add extends BinaryTable {
// More numbers here
[2]: {
[-6]: -4;
[-5]: -3;
[-4]: -2;
[-3]: -1;
[-2]: undefined;
[-1]: 1;
[0]: 2;
[1]: 3;
[2]: 4;
[3]: 5;
[4]: 6;
[5]: never;
[6]: never;
};
// More numbers here
}; Only exponents up to 6 are supported right now, but this is easily extensible as those tables are generated by a script. This allows you to freely create new units or quantities from existing ones: // All of these units are built in, but showing here for illustration:
type Speed = {length: 1; time: -1};
const metersPerSecond: Unit<Speed> = meters.per(seconds);
const speed: Quantity<Speed> = meters(10).per(seconds(2));
assert(speed == metersPerSecond(5)); I've currently implemented all SI base and named derived units as well as some imperial length units. I'm planning to add more units (e.g. US volumetric ones) over the coming weeks / months or as people help contribute them. |
I expanded the solution proposed by DaAitch to handle any primitive type. declare const TagTypeSymbol:unique symbol
export type TagType<P, S> = P&{ [TagTypeSymbol]:S }
declare const MeterSymbol: unique symbol
declare const SquareMetersSymbol: unique symbol
declare const SecondsSymbol: unique symbol
declare const VelocityTxtSymbol: unique symbol
type Meters = TagType<number, typeof MeterSymbol>
type SquareMeters = TagType<number, typeof SquareMetersSymbol>
type Seconds = TagType<number, typeof SecondsSymbol>
type VelocityTxt = TagType<string, typeof VelocityTxtSymbol> It would be great if something like this was baked into Typescript. Perhaps something using the type Meters = unique number
type SquareMeters = unique number
type Seconds = unique number
type VelocityTxt = unique string What would be even better is to support union/intersection unique types: type Norm1 = unique number
type Weight = unique number
type WeightNorm1 = Weight & Norm1 |
Hey everyone, I thought I'd let you all know I've just release a new library to address uom types. Check it out here: uom-types |
This is a bit long for a comment, but... it's relevant. I added a unit inference engine to the Boo language in 2006 and literally everyone ignored it, but I still think the basic idea was a good one. Some of my main conclusions: Unit types should be independent from normal typesIt's tempting to make units a subtype of (This argument makes more sense in languages with operator overloading though, so that units can Just Work on all number types. I will describe a design based on the concept of units as "mostly independent" of types, but whether that's the Right approach is debatable.) Also, when implementing a unit system it's very useful if the system can support concepts that are similar to, but distinct from, units. For example, "tainted" types (e.g. validated vs unvalidated values), tagged types in general (see #4895), absolute axes (e.g. emitting an error for It's probably better to support unit inference than unit checkingA unit checking system generally requires unit annotations. A unit inference system has less need of annotations. For example, consider function formula(x: number, y: number, z: number) { return x * x + y * z + z; } With no annotations, the units on But in a unit-inference system,
Let's look at a more real-world example. Suppose I need to calculate the size of a Powerpoint slide full of bullet points. I start by importing a third-party font-measurement library written like this: // Third-party library, not designed for units support
export class Font {
readonly lineHeight: number;
readonly missingCharWidth: number;
private glyphWidths = new Map<string, number>();
static default: Font;
getTextWidth(str: string): number {
let width = 0;
for (let i = 0; i < str.length; i++) {
width += this.glyphWidths.get(str[i]) ?? this.missingCharWidth;
}
return width;
}
} It wasn't designed for units, but let's assume optimistically that it was compiled to d.ts by a new TypeScript version with units support, or compiled from source. This way we can assume that the compiler has detected some unit relationships: // Given a class, a mostly-safe assumption is that each member can have its own
// unit, and different instances have separate unit sets. So given
// `let x: Font, y: Font`, there are many units including `.x.lineHeight`,
// `.y.lineHeight`, `.x.missingCharWidth`, and `.y.missingCharWidth`.
export class Font {
readonly lineHeight: number;
readonly missingCharWidth: number;
private glyphWidths = new Map<string, number>();
static default: Font;
getTextWidth(str: string): number {
// Assume there's a special unit `#` for literals without units. `#` is
// normally treated as dimensionless when used with `* /`, so the unit
// of `x * 2` is `unitof typeof x`, but it's treated as "unit of the
// other thing" when used with `+ - == != > < =`, so e.g. `x + 3` and
// `x = 3` are always legal and do not narrow or widen the type of `x`.
let width = 0;
for (let i = 0; i < str.length; i++) {
// I'm thinking the compiler can treat `width` as if it has a new
// unit on each iteration of the loop so that a geometric mean
// calculation like `let m = 1; for (let x of xs) m *= x` does not
// force the conclusion that `x` and `xs` are dimensionless.
// (edit: nm, the system would have to be unrealistically capable
// to reach any other conclusion about a geometric mean function.)
//
// In this case it's necessary that `width`'s unit changes from `#`
// to the type of the expression. The expression has two parts,
// `this.glyphWidths.get(k)` (with unit `.this.glyphWidths:V`) and
// `this.missingCharWidth` (with unit `.this.missingCharWidth`). If
// the unit system does NOT support union types, the compiler can
// conclude these two units are equal since they both equal
// `.width`. If union types are supported, `??` should produce
// a union, so that the right-hand side gets a unit of
// `.this.glyphWidths:V | .this.missingCharWidth`. But because
// this is a loop, ultimately this unit will be equated to itself,
// which forces the inference engine to conclude that
// `.this.glyphWidths:V = .this.missingCharWidth`.
width += this.glyphWidths.get(str[i]) ?? this.missingCharWidth;
}
// So the return unit is .this.glyphWidths:V aka .this.missingCharWidth.
// Notably it's not method-polymorphic: it's the same for each call.
return width;
}
} So now I write my own code with some unit annotations. I determined that for unit checking I needed up to 7 annotations, but this is unit inference and I've only added 3. Ahh, but it has a bug in it! Can the compiler spot it? Can you? unit pixel = px; // optional unit definition
/** Word-wraps some text with a proportional-width font */
function wordWrap(text: string, maxWidth: number'px', font = Font.default) {
const lines = [], spaceWidth = font.getTextWidth(' ');
let currentLine = '', currentWidth = 0;
let width = 0;
for (const word of text.split(' ')) {
const wordWidth = font.getTextWidth(word);
if (currentWidth + wordWidth > maxWidth && currentWidth !== 0) {
lines.push(currentLine);
currentLine = '', currentWidth = 0;
}
if (currentLine) currentLine += ' ';
currentLine += word;
currentWidth += currentLine.length + spaceWidth;
width = Math.max(maxWidth, currentWidth);
}
lines.push(currentLine);
return { lines, width };
}
let bulletWidth = 15'px';
let indentSize = 12'px';
/** Word-wraps a bullet-point paragraph and returns info about the formatted paragraph */
function formatBulletPoint(nestingLevel: number, text: string, maxWidth: number, font = Font.default) {
let indent = nestingLevel * indentSize + bulletWidth;
let { lines, width } = wordWrap(text, maxWidth - indent, font);
return {
indent, lines,
height: lines.length * font.lineHeight,
width: indent + width,
};
} The bug is that function wordWrap(text: string, maxWidth: number'px', font = Font.default) {
const lines = []; // unit '.lines'
const spaceWidth = font.getTextWidth(' '); // unit '.Font.glyphWidths:V'
let currentLine = ''; // unit '.currentLine'
let currentWidth = 0; // unit '.currentWidth'
let width = 0; // unit '.width'
for (const word of text.split(' ')) {
// wordWidth: number'.font.glyphWidths:V'
const wordWidth = font.getTextWidth(word);
// Implies currentWidth, wordWidth, maxWidth are all the same unit.
// Since `maxWidth: number'px'`, they must all have unit 'px'. We
// can also conclude that '.font.glyphWidths:V' (and even
// '.Font.default.glyphWidths:V') are 'px', which in turn implies
// that `spaceWidth` is 'px'.
if (currentWidth + wordWidth > maxWidth && currentWidth !== 0) {
lines.push(currentLine);
currentLine = '', currentWidth = 0;
}
if (currentLine) currentLine += ' ';
currentLine += word;
// If array lengths are dimensionless by default, implying
// `.spaceWidth = 1`. An error is detected here, because this conflicts
// with the earlier conclusion `.spaceWidth = px`.
currentWidth += currentLine.length + spaceWidth;
width = Math.max(maxWidth, currentWidth);
}
lines.push(currentLine);
return { lines, width };
} After fixing the bug, let's look at how the compiler can analyze the last function: // No unit annotations on this!
function formatBulletPoint(nestingLevel: number, text: string, maxWidth: number, font = Font.default) {
// Based on the definitions of `indentSize` and `bulletWidth`, the
// compiler decides `nestingLevel` is dimensionless and `indent` is 'px'.
let indent = nestingLevel * indentSize + bulletWidth;
// `lines` has a polymorphic unit and `width` is 'px'
let { lines, width } = wordWrap(text, maxWidth - indent, font);
return {
indent, // 'px'
lines, // '.x'
height: lines.length * font.lineHeight, // 'px'
width: indent + width, // 'px'
};
} Unit definitions & kinds of unitsUnit definitions should be optional, but are useful for specifying relationships like Units representing absolute axes (locations) can be useful, and behave differently from normal quantities. For example, I can add 21 bytes to 7 bytes and get 28 bytes, but what would it mean to add Earth latitude 59 to Earth latitude 60? You can subtract them to get a delta of 1 degree, representing about 111111 metres, but adding them is almost certainly a mistake. I'm thinking unary
Proposed rules for absolute units
Dimensionless units could be used to tag "minor" facts about something. For example, These would be more useful with a way to indicate "mutual suspicion" or "different domains". Suppose Edit: this offers better type checking if you have multiple axes. Let's explore this with a unit-aware point type unit x -|- y -|- z; // The usual axes
// Distinguish screen space, client space (e.g. coordinates in a text box),
// game world space and model space (e.g. coordinates in a character model).
unit screen -|- client -|- world -|- model;
export class XY {
// Assume 'this' refers to the polymorphic unit of the class instance (`this`).
constructor(public x: number'x this', public y: number'y this') { }
add(o: XY) { return new XY(this.x + o.x, this.y + o.y); }
sub(o: XY) { return new XY(this.x - o.x, this.y - o.y); }
mul(o: XY) { return new XY(this.x * o.x, this.y * o.y); }
mul(v: XY|number) {
if (typeof v === 'number')
return new XY(this.x * v, this.y * v);
else
return new XY(this.x * v.x, this.y * v.y);
}
// btw:
// Handling absolute units would be tricky for the compiler here, assuming
// the compiler supports polymorphic absoluteness. If we define
// - `?x` to get the "absoluteness number" of 'x' (e.g. ?!world = 1)
// - `N!x` to set absoluteness to N (2!world = !!world = 2!!!!!world)
// Then
// - `add` has a constraint `0!this = 0!o` and returns '(?this + ?.o)!this'
// - `sub` has a constraint `0!this = 0!o` and returns '(?this - ?.o)!this'
// - `mul` needs a separate analysis for `v: number` and `v: XY`. On the
// first return path it has a constraint `?.v = 0` if we make the
// simplifying assumption that there is a language-wide constraint
// `?.b = 0` for all `a * b`, i.e. absolute units must be on the left.
// Next hurdle: it returns '(?this * v)! this .v' which depends on the
// _value_ of v! This implies that if ?this = 0, the result is always
// relative, but if ?this != 0, v directly sets the absoluteness of the
// result, so the absoluteness is unknown unless v is a constant. The
// second return path ends up working basically the same way except that
// presumably v cannot be a constant, so the output x coordinate has
// unit '(?this * v.x)! x^2 this .v' and the y coordinate has unit
// '(?this * v.y)! y^2 this .v', which a compiler could reasonably
// combine into a final result '0! this .v' with constraint '?this = 0'.
};
let screenPoint = new XY(10, 15) '!screen'; // a location in screen space
let screenVec = new XY(5, -5) 'screen'; // a relative location in screen space
let screenPoint2 = screenPoint.add(screenVec); // has unit '!screen'
let screenVec2 = screenPoint.sub(screenPoint2); // has unit 'screen'
let worldPoint = new XY(709, 1785) '!world'; // a point in game-world space
let worldVec = new XY(9, 17) 'world'; // a vector in game-world space
let worldVec2 = worldVec.mul(3''); // has unit 'world'
let worldPoint3 = worldPoint.mul(3''); // has unit '!!!world'
let weird = worldVec.mul(screenVec); // has unit 'world screen'
let x = 1+2; // not a constant
let bad1 = worldPoint.mul(x); // unit error (argument must be constant)
let bad2 = worldPoint.mul(screenVec); // unit error (requires non-absolute this)
let bad3 = worldPoint.add(screenPoint); // unit error (incompatible units) Edit: it occurs to me that people may want some types to be "independent" of units, with other types "having" units. For example, Edit: "Tag units" that can be silently removed, but not added, would be useful too, e.g. "validated strings". However, after re-reading #4895 while ignoring the phrase "tags can be assigned at runtime" and fixing syntax errors in unit email = tag<email>; // or whatever
// Ideally this would involve union types that have different units in
// different branches, as opposed to units being completely independent as I
// suggested earlier. Otherwise the return unit must be 'email' even if
// validation fails. Maybe that's fine, but the issue requires careful
// consideration because it may be impractical to change the design later.
// If T 'x' _sets_ the unit of T to 'x', a different syntax such as T '*x' is
// necessary to _combine_ the unit of T with 'x'. `typeof s` may appear to be
// equivalent to `string`, but I'm assuming instead that `typeof` gets both
// the type and the unit (remember, `s` has an implicit "unit parameter" `.s`)
function emailValidationFilter(s: string): undefined | typeof s '*email' {
return s.match(emailRegex) ? s as typeof s '*email' : undefined;
}
const emailRegex = /(?:[a-z0-9!#$%&'*+/=?^_`{|}~-]+(?:\.[a-z0-9!#$%&'*+/=?^_`{|}~-]+)*|"(?:[\x01-\x08\x0b\x0c\x0e-\x1f\x21\x23-\x5b\x5d-\x7f]|\\[\x01-\x09\x0b\x0c\x0e-\x7f])*")@(?:(?:[a-z0-9](?:[a-z0-9-]*[a-z0-9])?\.)+[a-z0-9](?:[a-z0-9-]*[a-z0-9])?|\[(?:(?:(2(5[0-5]|[0-4][0-9])|1[0-9][0-9]|[1-9]?[0-9]))\.){3}(?:(2(5[0-5]|[0-4][0-9])|1[0-9][0-9]|[1-9]?[0-9])|[a-z0-9-]*[a-z0-9]:(?:[\x01-\x08\x0b\x0c\x0e-\x1f\x21-\x5a\x53-\x7f]|\\[\x01-\x09\x0b\x0c\x0e-\x7f])+)\])/;
type ContactInfo = { email?: string 'email', ... }
function Foo(contact: ContactInfo) {
let not_email: string'' = contact.email; // OK
contact = { email: 'foo' }; // error!
} Proposed syntax
|
This feature request is similar to units of measure in F#.
For example:
(Moved from work item 1715 on Codeplex.)
Proposal
Last Updated: 2016-06-09
Copied from: https://github.com/dsherret/Units-of-Measure-Proposal-for-TypeScript
Overview
Units of measure is a useful F# feature that provides the optional ability to create tighter constraints on numbers.
TypeScript could benefit from a similar feature that would add zero runtime overhead, increase type constraints, and help decrease programmer error when doing mathematical calculations that involve units. The feature should prefer explicity.
Defining Units of Measure
Units of measure should probably use syntax similar to type aliases (#957). More discussion is needed on this, but for the purpose of this document it will use the following syntax:
The optional measure expression part can be used to define a new measures in terms of previously defined measures.
Example Definitions
Units of measure can be defined in any order. For example,
a
in the example above could have been defined beforem
ors
.Circular Definitions
Circular definitions are NOT allowed. For example:
Use with Number
Units of measure can be defined on a number type in any of the following ways:
TODO: Maybe we shouldn't use the
<m>
syntax because it might conflict with jsx files.Detailed Full Example
Use With Non-Unit of Measure Number Types
Sometimes previously written code or external libraries will return number types without a unit of measure. In these cases, it is useful to allow the programmer to specify the unit like so:
Dimensionless Unit
A dimensionless unit is a unit of measure defined as
number<1>
.Scope
Works the same way as
type
.External and Internal Modules
Also works the same way as
type
.In addition, if an external library has a definition for meters and another external library has a definition for meters then they should be able to be linked together by doing:
TODO: The above needs more thought though.
Definition File
Units of measure can be defined in TypeScript definition files (
.d.ts
) and can be used by any file that references it. Defining units of measure in a definition file is done just the same as defining one in a.ts
file.Compilation
The units of measure feature will not create any runtime overhead. For example:
Compiles to the following JavaScript:
Math Library
Units of measure should work well with the current existing Math object.
Some examples:
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