Release notes for 2.0 are here.
elm-units
is useful if you want to store, pass around, convert between,
compare, or do arithmetic on:
It is aimed especially at engineering/scientific/technical applications but is
designed to be generic enough to work well for other fields such as games and
finance. The core of the package consists of a generic Quantity
type and
many concrete types such as Length
, Angle
, Duration
, Temperature
, and
Speed
, which you can use to add some nice type safety to data types and
function signatures:
type alias Camera =
{ fieldOfView : Angle
, shutterSpeed : Duration
, minimumOperatingTemperature : Temperature
}
canOperateAt : Temperature -> Camera -> Bool
canOperateAt temperature camera =
temperature
|> Temperature.greaterThan
camera.minimumOperatingTemperature
You can construct values of these types from any units you want, using provided functions such as:
Length.feet : Float -> Length
Length.meters : Float -> Length
Duration.seconds : Float -> Duration
Angle.degrees : Float -> Angle
Temperature.degreesFahrenheit : Float -> Temperature
You can later convert back to plain numeric values, also in any units you want (which do not have to be the same units used when initially constructing the value!):
Length.inCentimeters : Length -> Float
Length.inMiles : Length -> Float
Duration.inHours : Duration -> Float
Angle.inRadians : Angle -> Float
Temperature.inDegreesCelsius : Temperature -> Float
This means that (among other things!) you can use these functions to do simple unit conversions:
Duration.hours 3 |> Duration.inSeconds
--> 10800
Length.feet 10 |> Length.inMeters
--> 3.048
Speed.milesPerHour 60 |> Speed.inMetersPerSecond
--> 26.8224
Temperature.degreesCelsius 30
|> Temperature.inDegreesFahrenheit
--> 86
Additionally, types like Length
are actually type aliases of the form
Quantity number units
(Length
is Quantity Float Meters
, for example,
meaning that it is internally stored as a number of meters), and there are
many generic functions which let you work directly with any kind of Quantity
values:
Length.feet 3
|> Quantity.lessThan (Length.meters 1)
--> True
Duration.hours 2
|> Quantity.plus (Duration.minutes 30)
|> Duration.inSeconds
--> 9000
-- Some functions can actually convert between units!
-- Multiplying two Length values gives you an Area
Length.centimeters 60
|> Quantity.times
(Length.centimeters 80)
--> Area.squareMeters 0.48
Quantity.sort
[ Angle.radians 1
, Angle.degrees 10
, Angle.turns 0.5
]
--> [ Angle.degrees 10 , Angle.radians 1 , Angle.turns 0.5 ]
Ultimately, what this does is let you pass around and manipulate Length
,
Duration
or Temperature
etc. values without having to worry about units.
When you initially construct a Length
, you need to specify what units you're
using, but once that is done you can:
...and much more, all without having to care about units at all. All calculations will be done in an internally consistent way, and when you finally need to actually display a value on screen or encode to JSON, you can extract the final result in whatever units you want.
Assuming you have installed Elm and
started a new project, you can install elm-units
by running
elm install ianmackenzie/elm-units
in a command prompt inside your project directory.
To take code that currently uses raw Float
values and convert it to using
elm-units
types, there are three basic steps:
Float
, such as in your model or in a message, switch
to storing a Duration
or Angle
or Temperature
etc. value instead.Float
(from an external package, JSON decoder etc.),
use a function such as Duration.seconds
, Angle.degrees
or
Temperature.degreesFahrenheit
to turn it into a type-safe value.Float
(to pass to an external package, encode as
JSON etc.), use a function such as Duration.inMillliseconds
,
Angle.inRadians
or Temperature.inDegreesCelsius
to extract the value in
whatever units you want.Float
values, switch to using Quantity
functions
like Quantity.plus
or Quantity.greaterThan
. If this becomes impractical,
there are other approaches.Quantity
typeAll values produced by this package (with the exception of Temperature
, which
is a bit of a special case) are actually values of type Quantity
, defined as
type Quantity number units
= Quantity number
For example, Length
is defined as
type alias Length =
Quantity Float Meters
This means that a Length
is internally stored as a Float
number of Meters
,
but the choice of internal units can mostly be treated as an implementation
detail.
Having a common Quantity
type means that it is possible to define generic
arithmetic and comparison operations that work on any kind of quantity; read on!
You can do basic math with Quantity
values:
-- 6 feet 3 inches, converted to meters
Length.feet 6
|> Quantity.plus (Length.inches 3)
|> Length.inMeters
--> 1.9050000000000002
Duration.hours 1
|> Quantity.minus (Duration.minutes 15)
|> Duration.inMinutes
--> 45
-- pi radians plus 45 degrees is 5/8 of a full turn
Quantity.sum [ Angle.radians pi, Angle.degrees 45 ]
|> Angle.inTurns
--> 0.625
Quantity
values can be compared/sorted:
Length.meters 1 |> Quantity.greaterThan (Length.feet 3)
--> True
Quantity.compare (Length.meters 1) (Length.feet 3)
--> GT
Quantity.max (Length.meters 1) (Length.feet 3)
--> Length.meters 1
Quantity.maximum [ Length.meters 1, Length.feet 3 ]
--> Just (Length.meters 1)
Quantity.sort [ Length.meters 1, Length.feet 3 ]
--> [ Length.feet 3, Length.meters 1 ]
There are actually three different 'families' of multiplication and division
functions in the Quantity
module, used in different contexts:
multiplyBy
and divideBy
are used to multiply (scale) or divide a
Quantity
by a plain Int
or Float
, with twice
and half
for the common
cases of multiplying or dividing by 2product
, times
, over
and over_
are used to work with quantities that
are products of other quantities:
Length
by another Length
to get an Area
Area
by a Length
to get a Volume
Mass
by an Acceleration
to get a Force
Volume
by an Area
to get a Length
Force
by a Mass
to get an Acceleration
rate
, per
, at
, at_
and for
are used to work with rates of change:
Length
by Duration
to get Speed
Speed
by Duration
to get Length
Length
by Speed
to get Duration
ratio
, used to divide two quantities with
the same units to get a plain Float
valueFor example, to calculate the area of a triangle:
-- Area of a triangle with base of 2 feet and
-- height of 8 inches
base =
Length.feet 2
height =
Length.inches 8
Quantity.half (Quantity.product base height)
|> Area.inSquareInches
--> 96
Comprehensive support is provided for working with rates of change:
-- How fast are we going if we travel 30 meters in
-- 2 seconds?
speed =
Length.meters 30 |> Quantity.per (Duration.seconds 2)
-- How far do we go if we travel for 2 minutes
-- at that speed?
Duration.minutes 2 -- duration
|> Quantity.at speed -- length per duration
|> Length.inKilometers -- gives us a length!
--> 1.8
-- How long will it take to travel 20 km
-- if we're driving at 60 mph?
Length.kilometers 20
|> Quantity.at_ (Speed.milesPerHour 60)
|> Duration.inMinutes
--> 12.427423844746679
-- How fast is "a mile a minute", in kilometers per hour?
Length.miles 1
|> Quantity.per (Duration.minutes 1)
|> Speed.inKilometersPerHour
--> 96.56064
-- Reverse engineer the speed of light from defined
-- lengths/durations (the speed of light is 'one light
-- year per year')
speedOfLight =
Length.lightYears 1
|> Quantity.per (Duration.julianYears 1)
speedOfLight |> Speed.inMetersPerSecond
--> 299792458
-- One astronomical unit is the (average) distance from the
-- Sun to the Earth. Roughly how long does it take light to
-- reach the Earth from the Sun?
Length.astronomicalUnits 1
|> Quantity.at_ speedOfLight
|> Duration.inMinutes
--> 8.316746397269274
Note that the various functions above are not restricted to speed (length per unit time) - any units work:
pixelDensity =
Pixels.pixels 96 |> Quantity.per (Length.inches 1)
Length.centimeters 3 -- length
|> Quantity.at pixelDensity -- pixels per length
|> Pixels.inPixels -- gives us pixels!
--> 113.38582677165354
Note that several functions like Quantity.minus
and Quantity.lessThan
(and
their Temperature
equivalents) that mimic binary operators like -
and <
"take the second argument first"; for example,
Quantity.lessThan x y
means y < x
, not x < y
. This is done for a couple of reasons. First, so
that use with |>
works naturally; for example,
x |> Quantity.lessThan y
does mean x < y
. The 'reversed' argument order also means that things like
List.map (Quantity.minus x) [ a, b, c ]
will work as expected - it will result in
[ a - x, b - x, c - x ]
instead of
[ x - a, x - b, x - c ]
which is what you would get if Quantity.minus
took arguments in the 'normal'
order.
There are, however, several functions that take arguments in 'normal' order, for example:
Quantity.difference
(compare to minus
)Quantity.product
(compare to times
)Quantity.rate
(compare to per
)Quantity.ratio
Quantity.compare
In general the function names try to match how you would use them in English;
you would say "the difference of a
and b
" (and so Quantity.difference a b
)
but "a
minus b
" (and so a |> Quantity.minus b
).
Some calculations cannot be expressed using the built-in Quantity
functions.
Take kinetic energy E_k = 1/2 * m * v^2
, for example - the elm-units
type
system is not sophisticated enough to work out the units properly. Instead,
you'd need to create a custom function like
kineticEnergy : Mass -> Speed -> Energy
kineticEnergy (Quantity m) (Quantity v) =
Quantity (0.5 * m * v^2)
In the implementation of kineticEnergy
, you're working with raw Float
values so you need to be careful to make sure the units actually do work out.
(The values will be in SI units - meters, seconds etc.) Once the function
has been implemented, though, it can be used in a completely type-safe way -
callers can supply arguments using whatever units they have, and extract results
in whatever units they want:
kineticEnergy (Mass.tonnes 1.5) (Speed.milesPerHour 60)
|> Energy.inKilowattHours
--> 0.14988357119999998
elm-units
defines many standard unit types, but you can easily define your
own! See CustomUnits for an example.
The same quantity type can often be expressed in multiple different ways. Take
the Volume
type as an example. It is an alias for
Quantity Float CubicMeters
but expanding the CubicMeters
type alias, this is equivalent to
Quantity Float (Cubed Meters)
which expands further to
Quantity Float (Product (Product Meters Meters) Meters)
which could also be written as
Quantity Float (Product (Squared Meters) Meters)
or even
Quantity Float (Product SquareMeters Meters)
and you may see any one of these forms pop up in compiler error messages.
For general questions about using elm-units
, try asking in the Elm Slack
or posting on the Elm Discourse forums or the Elm subreddit. I'm
@ianmackenzie on all three =)
Full API documentation is available.
I would like for the projects I work on to be as helpful as possible in addressing the climate crisis. If
please open a new issue, describe briefly what you're working on and I will treat that issue as high priority.
Yes please! One of the best ways to contribute is to add a module for a new quantity type; see issue #6 for details. I'll add a proper CONTRIBUTING.md at some point, but some brief guidelines in the meantime:
elm-format
0.8.1.