1 # Crash Course: entity-component system
8 * [Introduction](#introduction)
9 * [Design decisions](#design-decisions)
10 * [A bitset-free entity-component system](#a-bitset-free-entity-component-system)
11 * [Pay per use](#pay-per-use)
12 * [All or nothing](#all-or-nothing)
13 * [Stateless systems](#stateless-systems)
14 * [Vademecum](#vademecum)
15 * [The Registry, the Entity and the Component](#the-registry-the-entity-and-the-component)
16 * [Observe changes](#observe-changes)
17 * [They call me Reactive System](#they-call-me-reactive-system)
18 * [Runtime components](#runtime-components)
19 * [A journey through a plugin](#a-journey-through-a-plugin)
20 * [Sorting: is it possible?](#sorting-is-it-possible)
22 * [Null entity](#null-entity)
23 * [Stomp and spawn](#stomp-and-spawn)
24 * [Dependencies](#dependencies)
27 * [Context variables](#context-variables)
28 * [Snapshot: complete vs continuous](#snapshot-complete-vs-continuous)
29 * [Snapshot loader](#snapshot-loader)
30 * [Continuous loader](#continuous-loader)
31 * [Archives](#archives)
32 * [One example to rule them all](#one-example-to-rule-them-all)
33 * [Views and Groups](#views-and-groups)
35 * [Runtime views](#runtime-views)
37 * [Full-owning groups](#full-owning-groups)
38 * [Partial-owning groups](#partial-owning-groups)
39 * [Non-owning groups](#non-owning-groups)
40 * [Types: const, non-const and all in between](#types-const-non-const-and-all-in-between)
41 * [Give me everything](#give-me-everything)
42 * [What is allowed and what is not](#what-is-allowed-and-what-is-not)
43 * [More performance, more constraints](#more-performance-more-constraints)
44 * [Empty type optimization](#empty-type-optimization)
45 * [Multithreading](#multithreading)
46 * [Iterators](#iterators)
47 * [Beyond this document](#beyond-this-document)
49 @endcond TURN_OFF_DOXYGEN
54 `EnTT` is a header-only, tiny and easy to use entity-component system (and much
55 more) written in modern C++.<br/>
56 The entity-component-system (also known as _ECS_) is an architectural pattern
57 used mostly in game development.
61 ## A bitset-free entity-component system
63 `EnTT` offers a _bitset-free_ entity-component system that doesn't require users
64 to specify the set of components neither at compile-time nor at runtime before
65 being able to use the library itself.<br/>
66 This is why users can instantiate the core class simply like:
69 entt::registry registry;
72 In place of its more annoying and error-prone counterpart:
75 entt::registry<comp_0, comp_1, ..., comp_n> registry;
78 Furthermore, there is no need to indicate to the library in any way that a type
79 of component exists and will be used sooner or later. When the time comes, users
80 can just use it and that's all.
84 `EnTT` is entirely designed around the principle that users have to pay only for
87 When it comes to using an entity-component system, the tradeoff is usually
88 between performance and memory usage. The faster it is, the more memory it uses.
89 Even worse, some approaches tend to heavily affect other functionalities like
90 the construction and destruction of components to favor iterations, even when it
91 isn't strictly required. In fact, slightly worse performance along non-critical
92 paths are the right price to pay to reduce memory usage and have overall better
93 perfomance sometimes and I've always wondered why this kind of tools do not
94 leave me the choice.<br/>
95 `EnTT` follows a completely different approach. It gets the best out from the
96 basic data structures and gives users the possibility to pay more for higher
97 performance where needed.<br/>
98 The disadvantage of this approach is that users need to know the systems they
99 are working on and the tools they are using. Otherwise, the risk to ruin the
100 performance along critical paths is high.
102 So far, this choice has proven to be a good one and I really hope it can be for
103 many others besides me.
107 `EnTT` is such that at every moment a pair `(T *, size)` is available to
108 directly access all the instances of a given component type `T`.<br/>
109 This was a guideline and a design decision that influenced many choices, for
110 better and for worse. I cannot say whether it will be useful or not to the
111 reader, but it's worth to mention it, because it's one of the corner stones of
114 Many of the tools described below, from the registry to the views and up to the
115 groups give the possibility to get this information and have been designed
116 around this need, which was and remains one of my main requirements during the
118 The rest is experimentation and the desire to invent something new, hoping to
123 `EnTT` is designed so that it can work with _stateless systems_. In other words,
124 all systems can be free functions and there is no need to define them as classes
125 (although nothing prevents users from doing so).<br/>
126 This is possible because the main class with which the users will work provides
127 all what is needed to act as the sole _source of truth_ of an application.
129 To be honest, this point became part of the design principles at a later date,
130 but has also become one of the cornerstones of the library to date, as stateless
131 systems are widely used and appreciated in general.
135 The registry to store, the views and the groups to iterate. That's all.
137 An entity (the _E_ of an _ECS_) is an opaque identifier that users should just
138 use as-is and store around if needed. Do not try to inspect an entity
139 identifier, its format can change in future and a registry offers all the
140 functionalities to query them out-of-the-box. The underlying type of an entity
141 (either `std::uint16_t`, `std::uint32_t` or `std::uint64_t`) can be specified
142 when defining a registry. In fact, an `entt::registry` is nothing more than an
143 alias for `entt::basic_registry<entt::entity>` and `entt::entity` is a distinct
144 type that implements the concept of _entity identifier_.<br/>
145 Components (the _C_ of an _ECS_) should be plain old data structures or more
146 complex and movable data structures with a proper constructor. Actually, the
147 sole requirement of a component type is that it must be both move constructible
148 and move assignable. They are list initialized by using the parameters provided
149 to construct the component itself. No need to register components or their types
150 neither with the registry nor with the entity-component system at all.<br/>
151 Systems (the _S_ of an _ECS_) are just plain functions, functors, lambdas or
152 whatever users want. They can accept a registry, a view or a group of any type
153 and use them the way they prefer. No need to register systems or their types
154 neither with the registry nor with the entity-component system at all.
156 The following sections will explain in short how to use the entity-component
157 system, the core part of the whole library.<br/>
158 In fact, the project is composed of many other classes in addition to those
159 describe below. For more details, please refer to the inline documentation.
161 # The Registry, the Entity and the Component
163 A registry can store and manage entities, as well as create views and groups to
164 iterate the underlying data structures.<br/>
165 The class template `basic_registry` lets users decide what's the preferred type
166 to represent an entity. Because `std::uint32_t` is large enough for almost all
167 the cases, there exists also the type `entt::entity` for it, as well as the
168 alias `entt::registry` for `entt::basic_registry<entt::entity>`.
170 Entities are represented by _entity identifiers_. An entity identifier is an
171 opaque type that users should not inspect or modify in any way. It carries
172 information about the entity itself and its version.<br/>
173 User defined identifiers can be introduced by means of the `ENTT_OPAQUE_TYPE`
176 A registry is used both to construct and to destroy entities:
179 // constructs a naked entity with no components and returns its identifier
180 auto entity = registry.create();
182 // destroys an entity and all its components
183 registry.destroy(entity);
186 There exists also an overload of the `create` and `destroy` member functions
187 that accepts two iterators, that is a range to assign or to destroy. It can be
188 used to create or destroy multiple entities at once:
191 // destroys all the entities in a range
192 auto view = registry.view<a_component, another_component>();
193 registry.destroy(view.begin(), view.end());
196 In both cases, the `create` member function accepts also a list of default
197 constructible types of components to assign to the entities before to return.
198 It's a faster alternative to the creation and subsequent assignment of
199 components in separate steps.
201 When an entity is destroyed, the registry can freely reuse it internally with a
202 slightly different identifier. In particular, the version of an entity is
203 increased each and every time it's discarded.<br/>
204 In case entity identifiers are stored around, the registry offers all the
205 functionalities required to test them and to get out of them the information
209 // returns true if the entity is still valid, false otherwise
210 bool b = registry.valid(entity);
212 // gets the version contained in the entity identifier
213 auto version = registry.version(entity);
215 // gets the actual version for the given entity
216 auto curr = registry.current(entity);
219 Components can be assigned to or removed from entities at any time with a few
220 calls to member functions of the registry. As for the entities, the registry
221 offers also a set of functionalities users can use to work with the components.
223 The `assign` member function template creates, initializes and assigns to an
224 entity the given component. It accepts a variable number of arguments to
225 construct the component itself if present:
228 registry.assign<position>(entity, 0., 0.);
232 auto &velocity = registry.assign<velocity>(entity);
237 If an entity already has the given component, the `replace` member function
238 template can be used to replace it:
241 registry.replace<position>(entity, 0., 0.);
245 auto &velocity = registry.replace<velocity>(entity);
250 In case users want to assign a component to an entity, but it's unknown whether
251 the entity already has it or not, `assign_or_replace` does the work in a single
252 call (there is a performance penalty to pay for this mainly due to the fact that
253 it has to check if the entity already has the given component or not):
256 registry.assign_or_replace<position>(entity, 0., 0.);
260 auto &velocity = registry.assign_or_replace<velocity>(entity);
265 Note that `assign_or_replace` is a slightly faster alternative for the following
266 `if/else` statement and nothing more:
269 if(registry.has<comp>(entity)) {
270 registry.replace<comp>(entity, arg1, argN);
272 registry.assign<comp>(entity, arg1, argN);
276 As already shown, if in doubt about whether or not an entity has one or more
277 components, the `has` member function template may be useful:
280 bool b = registry.has<position, velocity>(entity);
283 On the other side, if the goal is to delete a single component, the `remove`
284 member function template is the way to go when it's certain that the entity owns
285 a copy of the component:
288 registry.remove<position>(entity);
291 Otherwise consider to use the `reset` member function. It behaves similarly to
292 `remove` but with a strictly defined behavior (and a performance penalty is the
293 price to pay for this). In particular it removes the component if and only if it
294 exists, otherwise it returns safely to the caller:
297 registry.reset<position>(entity);
300 There exist also two other _versions_ of the `reset` member function:
302 * If no entity is passed to it, `reset` will remove the given component from
303 each entity that has it:
306 registry.reset<position>();
309 * If neither the entity nor the component are specified, all the entities still
310 in use and their components are destroyed:
316 Finally, references to components can be retrieved simply by doing this:
319 const auto &cregistry = registry;
321 // const and non-const reference
322 const auto &crenderable = cregistry.get<renderable>(entity);
323 auto &renderable = registry.get<renderable>(entity);
325 // const and non-const references
326 const auto &[cpos, cvel] = cregistry.get<position, velocity>(entity);
327 auto &[pos, vel] = registry.get<position, velocity>(entity);
330 The `get` member function template gives direct access to the component of an
331 entity stored in the underlying data structures of the registry. There exists
332 also an alternative member function named `try_get` that returns a pointer to
333 the component owned by an entity if any, a null pointer otherwise.
337 Because of how the registry works internally, it stores a bunch of signal
338 handlers for each pool in order to notify some of its data structures on the
339 construction and destruction of components or when an instance of a component is
340 explicitly replaced by the user.<br/>
341 These signal handlers are also exposed and made available to users. These are
342 the basic bricks to build fancy things like dependencies and reactive systems.
344 To get a sink to be used to connect and disconnect listeners so as to be
345 notified on the creation of a component, use the `on_construct` member function:
348 // connects a free function
349 registry.on_construct<position>().connect<&my_free_function>();
351 // connects a member function
352 registry.on_construct<position>().connect<&my_class::member>(instance);
354 // disconnects a free function
355 registry.on_construct<position>().disconnect<&my_free_function>();
357 // disconnects a member function
358 registry.on_construct<position>().disconnect<&my_class::member>(instance);
361 To be notified when components are destroyed, use the `on_destroy` member
362 function instead. Finally, the `on_replace` member function will return a sink
363 to which to connect listeners to observe changes on components.
365 The function type of a listener for the construction signal should be equivalent
369 void(entt::entity, entt::registry &, Component &);
372 Where `Component` is intuitively the type of component of interest. In other
373 words, a listener is provided with the registry that triggered the notification
374 and the entity affected by the change, in addition to the newly created
376 The sink returned by the `on_replace` member function accepts listeners the
377 signature of which is the same of that of the construction signal. The one of
378 the destruction signal is also similar, except for the `Component` parameter:
381 void(entt::entity, entt::registry &);
384 This is mainly due to performance reasons. While the component is made available
385 after the construction, it is not when destroyed. Because of that, there are no
386 reasons to get it from the underlying storage unless the user requires so. In
387 this case, the registry is made available for the purpose.
391 * Listeners for the construction signal are invoked **after** components have
392 been assigned to entities.
393 * Listeners designed to observe changes are invoked **before** components have
394 been replaced and therefore before newly created instances have been assigned
396 * Listeners for the destruction signal are invoked **before** components have
397 been removed from entities.
398 * The order of invocation of the listeners isn't guaranteed in any case.
400 There are also some limitations on what a listener can and cannot do. In
403 * Connecting and disconnecting other functions from within the body of a
404 listener should be avoided. It can lead to undefined behavior in some cases.
405 * Assigning and removing components from within the body of a listener that
406 observes the destruction of instances of a given type should be avoided. It
407 can lead to undefined behavior in some cases. This type of listeners is
408 intended to provide users with an easy way to perform cleanup and nothing
411 To a certain extent, these limitations don't apply. However, it's risky to try
412 to force them and users should respect the limitations unless they know exactly
413 what they are doing. Subtle bugs are the price to pay in case of errors
416 In general, events and therefore listeners must not be used as replacements for
417 systems. They should not contain much logic and interactions with a registry
418 should be kept to a minimum, if possible. Note also that the greater the number
419 of listeners, the greater the performance hit when components are created or
422 Please, refer to the documentation of the signal class to know all the features
424 There are many useful but less known functionalities that aren't described here,
425 such as the connection objects or the possibility to attach listeners with a
426 list of parameters that is shorter than that of the signal itself.
428 ### They call me Reactive System
430 As mentioned above, signals are the basic tools to construct reactive systems,
431 even if they are not enough on their own.<br/>
432 `EnTT` tries to take another step in that direction with the `observer` class
435 In order to explain what reactive systems are, this is a slightly revised quote
436 from the documentation of the library that first introduced this tool,
437 [Entitas](https://github.com/sschmid/Entitas-CSharp):
439 >Imagine you have 100 fighting units on the battlefield but only 10 of them
440 >changed their positions. Instead of using a normal system and updating all 100
441 >entities depending on the position, you can use a reactive system which will
442 >only update the 10 changed units. So efficient.
444 In `EnTT`, this means to iterating over a reduced set of entities and components
445 with respect to what would otherwise be returned from a view or a group.<br/>
446 On these words, however, the similarities with the proposal of `Entitas` also
447 end. The rules of language and the design of the library obviously impose and
448 allow different things.
450 An `observer` is initialized with an instance of a registry and a set of rules
451 that describe what are the entities to intercept. As an example:
454 entt::observer observer{registry, entt::collector.replace<sprite>()};
457 The class is default constructible if required and it can be reconfigured at any
458 time by means of the `connect` member function. Moreover, instances can be
459 disconnected from the underlying registries through the `disconnect` member
461 The `observer` offers also some member functions to query its internal state and
462 to know if it's empty or how many entities it contains. Moreover, it can return
463 a raw pointer to the list of entities it contains.
465 However, the most important features of this class are that:
467 * It's iterable and therefore users can easily walk through the list of entities
468 by means of a range-for loop or the `each` member function.
469 * It's clearable and therefore users can consume the entities and literally
470 reset the observer after each iteration.
472 These aspects make the observer an incredibly powerful tool to know at any time
473 what are the entities that matched the given rules since the last time one
477 for(const auto entity: observer) {
484 Note that the snippet above is equivalent to the following:
487 observer.each([](const auto entity) {
492 At least as long as the `observer` isn't const. This means that the non-const
493 overload of `each` does also reset the underlying data structure before to
494 return to the caller, while the const overload does not for obvious reasons.
496 The `collector` is an utility aimed to generate a list of `matcher`s (the actual
497 rules) to use with an `observer` instead.<br/>
498 There are two types of `matcher`s:
500 * Observing matcher: an observer will return at least all the living entities
501 for which one or more of the given components have been explicitly replaced
502 and not yet destroyed.
505 entt::collector.replace<sprite>();
508 * Grouping matcher: an observer will return at least all the living entities
509 that would have entered the given group if it existed and that would have
513 entt::collector.group<position, velocity>(entt::exclude<destroyed>);
516 A grouping matcher supports also exclusion lists as well as single components.
518 Roughly speaking, an observing matcher intercepts the entities for which the
519 given components are replaced (as in `registry::replace`) while a grouping
520 matcher tracks the entities that have assigned the given components since the
521 last time one asked.<br/>
522 Note that, for a grouping matcher, if an entity already has all the components
523 except one and the missing type is assigned to it, it is intercepted.
525 In addition, a matcher can be filtered with a `where` clause:
528 entt::collector.replace<sprite>().where<position>(entt::exclude<velocity>);
531 This clause introduces a way to intercept entities if and only if they are
532 already part of a hypothetical group. If they are not, they aren't returned by
533 the observer, no matter if they matched the given rule.<br/>
534 In the example above, whenever the component `sprite` of an entity is replaced,
535 the observer probes the entity itself to verify that it has at least `position`
536 and has not `velocity` before to store it aside. If one of the two conditions of
537 the filter isn't respected, the entity is discared, no matter what.
539 A `where` clause accepts a theoretically unlimited number of types as well as
540 multiple elements in the exclusion list. Moreover, every matcher can have it's
541 own clause and multiple clauses for the same matcher are combined in a single
544 ## Runtime components
546 Defining components at runtime is useful to support plugin systems and mods in
547 general. However, it seems impossible with a tool designed around a bunch of
548 templates. Indeed it's not that difficult.<br/>
549 Of course, some features cannot be easily exported into a runtime
550 environment. As an example, sorting a group of components defined at runtime
551 isn't for free if compared to most of the other operations. However, the basic
552 functionalities of an entity-component system such as `EnTT` fit the problem
553 perfectly and can also be used to manage runtime components if required.<br/>
554 All that is necessary to do it is to know the identifiers of the components. An
555 identifier is nothing more than a number or similar that can be used at runtime
556 to work with the type system.
558 In `EnTT`, identifiers are easily accessible:
561 entt::registry registry;
563 // component identifier
564 auto type = registry.type<position>();
567 Once the identifiers are made available, almost everything becomes pretty
570 ### A journey through a plugin
572 `EnTT` comes with an example (actually a test) that shows how to integrate
573 compile-time and runtime components in a stack based JavaScript environment. It
574 uses [`Duktape`](https://github.com/svaarala/duktape) under the hood, mainly
575 because I wanted to learn how it works at the time I was writing the code.
577 The code is not production-ready and overall performance can be highly improved.
578 However, I sacrificed optimizations in favor of a more readable piece of code. I
579 hope I succeeded.<br/>
580 Note also that this isn't neither the only nor (probably) the best way to do it.
581 In fact, the right way depends on the scripting language and the problem one is
582 facing in general.<br/>
583 That being said, feel free to use it at your own risk.
585 The basic idea is that of creating a compile-time component aimed to map all the
586 runtime components assigned to an entity.<br/>
587 Identifiers come in use to address the right function from a map when invoked
588 from the runtime environment and to filter entities when iterating.<br/>
589 With a bit of gymnastic, one can narrow views and improve the performance to
590 some extent but it was not the goal of the example.
592 ## Sorting: is it possible?
594 It goes without saying that sorting entities and components is possible with
596 In fact, there are two functions that respond to slightly different needs:
598 * Components can be sorted either directly:
601 registry.sort<renderable>([](const auto &lhs, const auto &rhs) {
602 return lhs.z < rhs.z;
607 Or by accessing their entities:
610 registry.sort<renderable>([](const entt::entity lhs, const entt::entity rhs) {
611 return entt::registry::entity(lhs) < entt::registry::entity(rhs);
615 There exists also the possibility to use a custom sort function object, as
616 long as it adheres to the requirements described in the inline
618 This is possible mainly because users can get much more with a custom sort
619 function object if the usage pattern is known. As an example, in case of an
620 almost sorted pool, quick sort could be much, much slower than insertion sort.
622 * Components can be sorted according to the order imposed by another component:
625 registry.sort<movement, physics>();
628 In this case, instances of `movement` are arranged in memory so that cache
629 misses are minimized when the two components are iterated together.
631 As a side note, when groups are involved, the sorting functions are applied
632 separately to the elements that are part of the group and to those that are not,
633 effectively generating two partitions, both of which can be ordered
634 independently of each other.
638 The so called _helpers_ are small classes and functions mainly designed to offer
639 built-in support for the most basic functionalities.<br/>
640 The list of helpers will grow longer as time passes and new ideas come out.
644 In `EnTT`, there exists a sort of _null entity_ made available to users that is
645 accessible via the `entt::null` variable.<br/>
646 The library guarantees that the following expression always returns false:
649 registry.valid(entt::null);
652 In other terms, a registry will reject the null entity in all cases because it
653 isn't considered valid. It means that the null entity cannot own components for
654 obvious reasons.<br/>
655 The type of the null entity is internal and should not be used for any purpose
656 other than defining the null entity itself. However, there exist implicit
657 conversions from the null entity to identifiers of any allowed type:
660 entt::entity null = entt::null;
663 Similarly, the null entity can be compared to any other identifier:
666 const auto entity = registry.create();
667 const bool null = (entity == entt::null);
672 The use of multiple registries is quite common. Examples of use are the
673 separation of the UI from the simulation or the loading of different scenes in
674 the background, possibly on a separate thread, without having to keep track of
675 which entity belongs to which scene.<br/>
676 In fact, with `EnTT` this is even a recommended practice, as the registry is
677 nothing more than a container and different optimizations and strategies can be
678 applied to different containers.
680 Once there are multiple registries available, however, one or more methods are
681 needed to transfer information from one container to another and this results in
682 the `stomp` member function and a couple of overloads of the `create` member
683 function for the `registry` class .<br/>
684 The `stomp` function allows to take one entity from a registry and use it to
685 _stomp_ one or more entities in another registry (or even the same, actually
686 making local copies). On the other hand, the overloads of the `create` member
687 function can be used to spawn new entities from a prototype.
689 These features open definitely the doors to a lot of interesting features like
690 migrating entities between registries, prototypes, shadow registry, prefabs,
691 shared components without an explicit owner and copy-on-write policies among the
696 The `registry` class is designed to create short circuits between its functions
697 within certain limits. This allows to easily define dependencies between
698 different operations.<br/>
699 For example, the following adds (or replaces) the component `a_type` whenever
700 `my_type` is assigned to an entity:
703 registry.on_construct<my_type>().connect<&entt::registry::assign_or_replace<a_type>>(registry);
706 Similarly, the code shown below removes `a_type` from an entity whenever
707 `my_type` is assigned to it:
710 registry.on_construct<my_type>().connect<&entt::registry::reset<a_type>>(registry);
713 A dependency can also be easily broken as follows:
716 registry.on_construct<my_type>().disconnect<&entt::registry::assign_or_replace<a_type>>(registry);
719 There are many other types of dependencies besides those shown above. In
720 general, all functions that accept an entity as the first argument are good
721 candidates for this purpose.
725 There's nothing magical about the way tags can be assigned to entities while
726 avoiding a performance hit at runtime. Nonetheless, the syntax can be annoying
727 and that's why a more user-friendly shortcut is provided to do it.<br/>
728 This shortcut is the alias template `entt::tag`.
730 If used in combination with hashed strings, it helps to use tags where types
731 would be required otherwise. As an example:
734 registry.assign<entt::tag<"enemy"_hs>>(entity);
739 The `actor` class is designed for those who don't feel immediately comfortable
740 working with components or for those who are migrating a project and want to
741 approach it one step at a time.
743 This class acts as a thin wrapper for an entity and for all its components. It's
744 constructed with a registry to be used behind the scenes and is in charge of the
745 destruction of the entity when it goes out of the scope.<br/>
746 An actor offers all the functionalities required to work with components, such
747 as the `assign` and` remove` member functions, but also `has`,` get`, `try_get`
750 My advice isn't to use the `actor` class to hide entities and components behind
751 a more object-oriented interface. Instead, users should rely on it only where
752 strictly necessary. In all other cases, it's highly advisable to become familiar
753 with the model of `EnTT` and work directly with the registry, the views and the
754 groups, rather than with a tool that could introduce a performance degradation.
756 ### Context variables
758 It is often convenient to assign context variables to a registry, so as to make
759 it the only _source of truth_ of an application.<br/>
760 This is possible by means of a member function named `set` to use to create a
761 context variable from a given type. Later on, either `ctx` or `try_ctx` can be
762 used to retrieve the newly created instance and `unset` is there to literally
768 // creates a new context variable initialized with the given values
769 registry.set<my_type>(42, 'c');
771 // gets the context variable
772 const auto &var = registry.ctx<my_type>();
774 // if in doubts, probe the registry to avoid assertions in case of errors
775 if(auto *ptr = registry.try_ctx<my_type>(); ptr) {
776 // uses the context variable associated with the registry, if any
779 // unsets the context variable
780 registry.unset<my_type>();
783 The type of a context variable must be such that it's default constructible and
784 can be moved. The `set` member function either creates a new instance of the
785 context variable or overwrites an already existing one if any. The `try_ctx`
786 member function returns a pointer to the context variable if it exists,
787 otherwise it returns a null pointer. This fits well with the `if` statement with
790 ## Snapshot: complete vs continuous
792 The `registry` class offers basic support to serialization.<br/>
793 It doesn't convert components to bytes directly, there wasn't the need of
794 another tool for serialization out there. Instead, it accepts an opaque object
795 with a suitable interface (namely an _archive_) to serialize its internal data
796 structures and restore them later. The way types and instances are converted to
797 a bunch of bytes is completely in charge to the archive and thus to final users.
799 The goal of the serialization part is to allow users to make both a dump of the
800 entire registry or a narrower snapshot, that is to select only the components in
801 which they are interested.<br/>
802 Intuitively, the use cases are different. As an example, the first approach is
803 suitable for local save/restore functionalities while the latter is suitable for
804 creating client-server applications and for transferring somehow parts of the
805 representation side to side.
807 To take a snapshot of the registry, use the `snapshot` member function. It
808 returns a temporary object properly initialized to _save_ the whole registry or
814 output_archive output;
819 .component<a_component, another_component>(output);
822 It isn't necessary to invoke all these functions each and every time. What
823 functions to use in which case mostly depends on the goal and there is not a
824 golden rule to do that.
826 The `entities` member function asks the registry to serialize all the entities
827 that are still in use along with their versions. On the other side, the
828 `destroyed` member function tells to the registry to serialize the entities that
829 have been destroyed and are no longer in use.<br/>
830 These two functions can be used to save and restore the whole set of entities
831 with the versions they had during serialization.
833 The `component` member function is a function template the aim of which is to
834 store aside components. The presence of a template parameter list is a
835 consequence of a couple of design choices from the past and in the present:
837 * First of all, there is no reason to force a user to serialize all the
838 components at once and most of the times it isn't desiderable. As an example,
839 in case the stuff for the HUD in a game is put into the registry for some
840 reasons, its components can be freely discarded during a serialization step
841 because probably the software already knows how to reconstruct the HUD
842 correctly from scratch.
844 * Furthermore, the registry makes heavy use of _type-erasure_ techniques
845 internally and doesn't know at any time what types of components it contains.
846 Therefore being explicit at the call point is mandatory.
848 There exists also another version of the `component` member function that
849 accepts a range of entities to serialize. This version is a bit slower than the
850 other one, mainly because it iterates the range of entities more than once for
851 internal purposes. However, it can be used to filter out those entities that
852 shouldn't be serialized for some reasons.<br/>
856 const auto view = registry.view<serialize>();
857 output_archive output;
859 registry.snapshot().component<a_component, another_component>(output, view.cbegin(), view.cend());
862 Note that `component` stores items along with entities. It means that it works
863 properly without a call to the `entities` member function.
865 Once a snapshot is created, there exist mainly two _ways_ to load it: as a whole
866 and in a kind of _continuous mode_.<br/>
867 The following sections describe both loaders and archives in details.
871 A snapshot loader requires that the destination registry be empty and loads all
872 the data at once while keeping intact the identifiers that the entities
874 To do that, the registry offers a member function named `loader` that returns a
875 temporary object properly initialized to _restore_ a snapshot.
885 .component<a_component, another_component>(input)
889 It isn't necessary to invoke all these functions each and every time. What
890 functions to use in which case mostly depends on the goal and there is not a
891 golden rule to do that. For obvious reasons, what is important is that the data
892 are restored in exactly the same order in which they were serialized.
894 The `entities` and `destroyed` member functions restore the sets of entities and
895 the versions that the entities originally had at the source.
897 The `component` member function restores all and only the components specified
898 and assigns them to the right entities. Note that the template parameter list
899 must be exactly the same used during the serialization.
901 The `orphans` member function literally destroys those entities that have no
902 components attached. It's usually useless if the snapshot is a full dump of the
903 source. However, in case all the entities are serialized but only few components
904 are saved, it could happen that some of the entities have no components once
905 restored. The best users can do to deal with them is to destroy those entities
906 and thus update their versions.
908 ### Continuous loader
910 A continuous loader is designed to load data from a source registry to a
911 (possibly) non-empty destination. The loader can accommodate in a registry more
912 than one snapshot in a sort of _continuous loading_ that updates the
913 destination one step at a time.<br/>
914 Identifiers that entities originally had are not transferred to the target.
915 Instead, the loader maps remote identifiers to local ones while restoring a
916 snapshot. Because of that, this kind of loader offers a way to update
917 automatically identifiers that are part of components (as an example, as data
918 members or gathered in a container).<br/>
919 Another difference with the snapshot loader is that the continuous loader does
920 not need to work with the private data structures of a registry. Furthermore, it
921 has an internal state that must persist over time. Therefore, there is no reason
922 to create it by means of a registry, or to limit its lifetime to that of a
928 entt::continuous_loader<entt::entity> loader{registry};
931 loader.entities(input)
933 .component<a_component, another_component, dirty_component>(input, &dirty_component::parent, &dirty_component::child)
938 It isn't necessary to invoke all these functions each and every time. What
939 functions to use in which case mostly depends on the goal and there is not a
940 golden rule to do that. For obvious reasons, what is important is that the data
941 are restored in exactly the same order in which they were serialized.
943 The `entities` and `destroyed` member functions restore groups of entities and
944 map each entity to a local counterpart when required. In other terms, for each
945 remote entity identifier not yet registered by the loader, the latter creates a
946 local identifier so that it can keep the local entity in sync with the remote
949 The `component` member function restores all and only the components specified
950 and assigns them to the right entities.<br/>
951 In case the component contains entities itself (either as data members of type
952 `entt::entity` or as containers of entities), the loader can update them
953 automatically. To do that, it's enough to specify the data members to update as
954 shown in the example.
956 The `orphans` member function literally destroys those entities that have no
957 components after a restore. It has exactly the same purpose described in the
958 previous section and works the same way.
960 Finally, `shrink` helps to purge local entities that no longer have a remote
961 conterpart. Users should invoke this member function after restoring each
962 snapshot, unless they know exactly what they are doing.
966 Archives must publicly expose a predefined set of member functions. The API is
967 straightforward and consists only of a group of function call operators that
968 are invoked by the snapshot class and the loaders.
972 * An output archive, the one used when creating a snapshot, must expose a
973 function call operator with the following signature to store entities:
976 void operator()(entt::entity);
979 Where `entt::entity` is the type of the entities used by the registry. Note
980 that all the member functions of the snapshot class make also an initial call
981 to this endpoint to save the _size_ of the set they are going to store.<br/>
982 In addition, an archive must accept a pair of entity and component for each
983 type to be serialized. Therefore, given a type `T`, the archive must contain a
984 function call operator with the following signature:
987 void operator()(entt::entity, const T &);
990 The output archive can freely decide how to serialize the data. The register
991 is not affected at all by the decision.
993 * An input archive, the one used when restoring a snapshot, must expose a
994 function call operator with the following signature to load entities:
997 void operator()(entt::entity &);
1000 Where `entt::entity` is the type of the entities used by the registry. Each
1001 time the function is invoked, the archive must read the next element from the
1002 underlying storage and copy it in the given variable. Note that all the member
1003 functions of a loader class make also an initial call to this endpoint to read
1004 the _size_ of the set they are going to load.<br/>
1005 In addition, the archive must accept a pair of entity and component for each
1006 type to be restored. Therefore, given a type `T`, the archive must contain a
1007 function call operator with the following signature:
1010 void operator()(entt::entity &, T &);
1013 Every time such an operator is invoked, the archive must read the next
1014 elements from the underlying storage and copy them in the given variables.
1016 ### One example to rule them all
1018 `EnTT` comes with some examples (actually some tests) that show how to integrate
1019 a well known library for serialization as an archive. It uses
1020 [`Cereal C++`](https://uscilab.github.io/cereal/) under the hood, mainly
1021 because I wanted to learn how it works at the time I was writing the code.
1023 The code is not production-ready and it isn't neither the only nor (probably)
1024 the best way to do it. However, feel free to use it at your own risk.
1026 The basic idea is to store everything in a group of queues in memory, then bring
1027 everything back to the registry with different loaders.
1031 First of all, it is worth answering an obvious question: why views and
1033 Briefly, they are a good tool to enforce single responsibility. A system that
1034 has access to a registry can create and destroy entities, as well as assign and
1035 remove components. On the other side, a system that has access to a view or a
1036 group can only iterate entities and their components, then read or update the
1037 data members of the latter.<br/>
1038 It is a subtle difference that can help designing a better software sometimes.
1040 More in details, views are a non-intrusive tool to access entities and
1041 components without affecting other functionalities or increasing the memory
1042 consumption. On the other side, groups are an intrusive tool that allows to
1043 reach higher performance along critical paths but has also a price to pay for
1046 There are mainly two kinds of views: _compile-time_ (also known as `view`) and
1047 runtime (also known as `runtime_view`).<br/>
1048 The former require that users indicate at compile-time what are the components
1049 involved and can make several optimizations because of that. The latter can be
1050 constructed at runtime instead and are a bit slower to iterate entities and
1052 In both cases, creating and destroying a view isn't expensive at all because
1053 views don't have any type of initialization. Moreover, views don't affect any
1054 other functionality of the registry and keep memory usage at a minimum.
1056 Groups come in three different flavors: _full-owning groups_, _partial-owning
1057 groups_ and _non-owning groups_. The main difference between them is in terms of
1059 Groups can literally _own_ one or more types of components. It means that they
1060 will be allowed to rearrange pools so as to speed up iterations. Roughly
1061 speaking: the more components a group owns, the faster it is to iterate them.
1062 On the other side, a given component can belong only to one group, so users have
1063 to define groups carefully to get the best out of them.
1065 Continue reading for more details or refer to the inline documentation.
1069 A view behaves differently if it's constructed for a single component or if it
1070 has been created to iterate multiple components. Even the API is slightly
1071 different in the two cases.
1073 Single component views are specialized in order to give a boost in terms of
1074 performance in all the situations. This kind of views can access the underlying
1075 data structures directly and avoid superfluous checks. There is nothing as fast
1076 as a single component view. In fact, they walk through a packed array of
1077 components and return them one at a time.<br/>
1078 Single component views offer a bunch of functionalities to get the number of
1079 entities they are going to return and a raw access to the entity list as well as
1080 to the component list. It's also possible to ask a view if it contains a
1082 Refer to the inline documentation for all the details.
1084 Multi component views iterate entities that have at least all the given
1085 components in their bags. During construction, these views look at the number of
1086 entities available for each component and pick up a reference to the smallest
1087 set of candidates in order to speed up iterations.<br/>
1088 They offer fewer functionalities than their companion views for single
1089 component. In particular, a multi component view exposes utility functions to
1090 get the estimated number of entities it is going to return and to know whether
1091 it's empty or not. It's also possible to ask a view if it contains a given
1093 Refer to the inline documentation for all the details.
1095 There is no need to store views around for they are extremely cheap to
1096 construct, even though they can be copied without problems and reused freely.
1097 Views also return newly created and correctly initialized iterators whenever
1098 `begin` or `end` are invoked.
1100 Views share the way they are created by means of a registry:
1103 // single component view
1104 auto single = registry.view<position>();
1106 // multi component view
1107 auto multi = registry.view<position, velocity>();
1110 To iterate a view, either use it in a range-for loop:
1113 auto view = registry.view<position, velocity>();
1115 for(auto entity: view) {
1116 // a component at a time ...
1117 auto &position = view.get<position>(entity);
1118 auto &velocity = view.get<velocity>(entity);
1120 // ... or multiple components at once
1121 auto &[pos, vel] = view.get<position, velocity>(entity);
1127 Or rely on the `each` member function to iterate entities and get all their
1131 registry.view<position, velocity>().each([](auto entity, auto &pos, auto &vel) {
1136 The `each` member function is highly optimized. Unless users want to iterate
1137 only entities or get only some of the components, this should be the preferred
1138 approach. Note that the entity can also be excluded from the parameter list if
1139 not required, but this won't improve performance for multi component views.<br/>
1140 There exists also an alternative version of `each` named `less` that works
1141 exactly as its counterpart but for the fact that it doesn't return empty
1142 components to the caller.
1144 As a side note, when using a single component view, the most common error is to
1145 invoke `get` with the type of the component as a template parameter. This is
1146 probably due to the fact that it's required for multi component views:
1149 auto view = registry.view<position, const velocity>();
1151 for(auto entity: view) {
1152 const auto &vel = view.get<const velocity>(entity);
1157 However, in case of a single component view, `get` doesn't accept a template
1158 parameter, since it's implicitly defined by the view itself:
1161 auto view = registry.view<const renderable>();
1163 for(auto entity: view) {
1164 const auto &renderable = view.get(entity);
1169 **Note**: prefer the `get` member function of a view instead of the `get` member
1170 function template of a registry during iterations, if possible. However, keep in
1171 mind that it works only with the components of the view itself.
1175 Runtime views iterate entities that have at least all the given components in
1176 their bags. During construction, these views look at the number of entities
1177 available for each component and pick up a reference to the smallest
1178 set of candidates in order to speed up iterations.<br/>
1179 They offer more or less the same functionalities of a multi component view.
1180 However, they don't expose a `get` member function and users should refer to the
1181 registry that generated the view to access components. In particular, a runtime
1182 view exposes utility functions to get the estimated number of entities it is
1183 going to return and to know whether it's empty or not. It's also possible to ask
1184 a runtime view if it contains a given entity.<br/>
1185 Refer to the inline documentation for all the details.
1187 Runtime view are extremely cheap to construct and should not be stored around in
1188 any case. They should be used immediately after creation and then they should be
1189 thrown away. The reasons for this go far beyond the scope of this document.<br/>
1190 To iterate a runtime view, either use it in a range-for loop:
1193 entt::component types[] = { registry.type<position>(), registry.type<velocity>() };
1194 auto view = registry.runtime_view(std::cbegin(types), std::cend(types));
1196 for(auto entity: view) {
1197 // a component at a time ...
1198 auto &position = registry.get<position>(entity);
1199 auto &velocity = registry.get<velocity>(entity);
1201 // ... or multiple components at once
1202 auto &[pos, vel] = registry.get<position, velocity>(entity);
1208 Or rely on the `each` member function to iterate entities:
1211 entt::component types[] = { registry.type<position>(), registry.type<velocity>() };
1213 registry.runtime_view(std::cbegin(types), std::cend(types)).each([](auto entity) {
1218 Performance are exactly the same in both cases.
1220 **Note**: runtime views are meant for all those cases where users don't know at
1221 compile-time what components to use to iterate entities. This is particularly
1222 well suited to plugin systems and mods in general. Where possible, don't use
1223 runtime views, as their performance are slightly inferior to those of the other
1228 Groups are meant to iterate multiple components at once and offer a faster
1229 alternative to views. Roughly speaking, they just play in another league when
1230 compared to views.<br/>
1231 Groups overcome the performance of the other tools available but require to get
1232 the ownership of components and this sets some constraints on pools. On the
1233 other side, groups aren't an automatism that increases memory consumption,
1234 affects functionalities and tries to optimize iterations for all the possible
1235 combinations of components. Users can decide when to pay for groups and to what
1237 The most interesting aspect of groups is that they fit _usage patterns_. Other
1238 solutions around usually try to optimize everything, because it is known that
1239 somewhere within the _everything_ there are also our usage patterns. However
1240 this has a cost that isn't negligible, both in terms of performance and memory
1241 usage. Ironically, users pay the price also for things they don't want and this
1242 isn't something I like much. Even worse, one cannot easily disable such a
1243 behavior. Groups work differently instead and are designed to optimize only the
1244 real use cases when users find they need to.<br/>
1245 Another nice-to-have feature of groups is that they have no impact on memory
1246 consumption, put aside full non-owning groups that are pretty rare and should be
1247 avoided as long as possible.
1249 All groups affect to an extent the creation and destruction of their components.
1250 This is due to the fact that they must _observe_ changes in the pools of
1251 interest and arrange data _correctly_ when needed for the types they own.<br/>
1252 That being said, the way groups operate is beyond the scope of this document.
1253 However, it's unlikely that users will be able to appreciate the impact of
1254 groups on other functionalities of the registry.
1256 Groups offer a bunch of functionalities to get the number of entities they are
1257 going to return and a raw access to the entity list as well as to the component
1258 list for owned components. It's also possible to ask a group if it contains a
1260 Refer to the inline documentation for all the details.
1262 There is no need to store groups around for they are extremely cheap to
1263 construct, even though they can be copied without problems and reused freely.
1264 A group performs an initialization step the very first time it's requested and
1265 this could be quite costly. To avoid it, consider creating the group when no
1266 components have been assigned yet. If the registry is empty, preparation is
1267 extremely fast. Groups also return newly created and correctly initialized
1268 iterators whenever `begin` or `end` are invoked.
1270 To iterate groups, either use them in a range-for loop:
1273 auto group = registry.group<position>(entt::get<velocity>);
1275 for(auto entity: group) {
1276 // a component at a time ...
1277 auto &position = group.get<position>(entity);
1278 auto &velocity = group.get<velocity>(entity);
1280 // ... or multiple components at once
1281 auto &[pos, vel] = group.get<position, velocity>(entity);
1287 Or rely on the `each` member function to iterate entities and get all their
1291 registry.group<position>(entt::get<velocity>).each([](auto entity, auto &pos, auto &vel) {
1296 The `each` member function is highly optimized. Unless users want to iterate
1297 only entities, this should be the preferred approach. Note that the entity can
1298 also be excluded from the parameter list if not required and it can improve even
1299 further the performance during iterations.
1301 **Note**: prefer the `get` member function of a group instead of the `get`
1302 member function template of a registry during iterations, if possible. However,
1303 keep in mind that it works only with the components of the group itself.
1305 Let's go a bit deeper into the different types of groups made available by this
1306 library to know how they are constructed and what are the differences between
1309 ### Full-owning groups
1311 A full-owning group is the fastest tool an user can expect to use to iterate
1312 multiple components at once. It iterates all the components directly, no
1313 indirection required. This type of groups performs more or less as if users are
1314 accessing sequentially a bunch of packed arrays of components all sorted
1317 A full-owning group is created as:
1320 auto group = registry.group<position, velocity>();
1323 Filtering entities by components is also supported:
1326 auto group = registry.group<position, velocity>(entt::exclude<renderable>);
1329 Once created, the group gets the ownership of all the components specified in
1330 the template parameter list and arranges their pools so as to iterate all of
1331 them as fast as possible.
1333 Sorting owned components is no longer allowed once the group has been created.
1334 However, full-owning groups can be sorted by means of their `sort` member
1335 functions, if required. Sorting a full-owning group affects all the instances of
1336 the same group (it means that users don't have to call `sort` on each instance
1337 to sort all of them because they share the underlying data structure).<br/>
1338 The elements that aren't part of the group can still be sorted separately for
1339 each pool using the `sort` member function of the registry.
1341 ### Partial-owning groups
1343 A partial-owning group works similarly to a full-owning group for the components
1344 it owns, but relies on indirection to get components owned by other groups. This
1345 isn't as fast as a full-owning group, but it's already much faster than views
1346 when there are only one or two free components to retrieve (the most common
1347 cases likely). In the worst case, it's not slower than views anyway.
1349 A partial-owning group is created as:
1352 auto group = registry.group<position>(entt::get<velocity>);
1355 Filtering entities by components is also supported:
1358 auto group = registry.group<position>(entt::get<velocity>, entt::exclude<renderable>);
1361 Once created, the group gets the ownership of all the components specified in
1362 the template parameter list and arranges their pools so as to iterate all of
1363 them as fast as possible. The ownership of the types provided via `entt::get`
1364 doesn't pass to the group instead.
1366 Sorting owned components is no longer allowed once the group has been created.
1367 However, partial-owning groups can be sorted by means of their `sort` member
1368 functions, if required. Sorting a partial-owning group affects all the instances
1369 of the same group (it means that users don't have to call `sort` on each
1370 instance to sort all of them because they share the underlying data
1372 Regarding the owned types, the elements that aren't part of the group can still
1373 be sorted separately for each pool using the `sort` member function of the
1376 ### Non-owning groups
1378 Non-owning groups are usually fast enough, for sure faster than views and well
1379 suited for most of the cases. However, they require custom data structures to
1380 work properly and they increase memory consumption. As a rule of thumb, users
1381 should avoid using non-owning groups, if possible.
1383 A non-owning group is created as:
1386 auto group = registry.group<>(entt::get<position, velocity>);
1389 Filtering entities by components is also supported:
1392 auto group = registry.group<>(entt::get<position, velocity>, entt::exclude<renderable>);
1395 The group doesn't receive the ownership of any type of component in this
1396 case. This type of groups is therefore the least performing in general, but also
1397 the only one that can be used in any situation to improve a performance where
1400 Non-owning groups can be sorted by means of their `sort` member functions, if
1401 required. Sorting a non-owning group affects all the instance of the same group
1402 (it means that users don't have to call `sort` on each instance to sort all of
1403 them because they share the set of entities).
1405 # Types: const, non-const and all in between
1407 The `registry` class offers two overloads when it comes to constructing views
1408 and groups: a const version and a non-const one. The former accepts both const
1409 and non-const types as template parameters, the latter accepts only const types
1411 It means that views and groups can be constructed also from a const registry and
1412 they propagate the constness of the registry to the types involved. As an
1416 entt::view<const position, const velocity> view = std::as_const(registry).view<const position, const velocity>();
1419 Consider the following definition for a non-const view instead:
1422 entt::view<position, const velocity> view = registry.view<position, const velocity>();
1425 In the example above, `view` can be used to access either read-only or writable
1426 `position` components while `velocity` components are read-only in all
1428 In other terms, these statements are all valid:
1431 position &pos = view.get<position>(entity);
1432 const position &cpos = view.get<const position>(entity);
1433 const velocity &cpos = view.get<const velocity>(entity);
1434 std::tuple<position &, const velocity &> tup = view.get<position, const velocity>(entity);
1435 std::tuple<const position &, const velocity &> ctup = view.get<const position, const velocity>(entity);
1438 It's not possible to get non-const references to `velocity` components from the
1439 same view instead and these will result in compilation errors:
1442 velocity &cpos = view.get<velocity>(entity);
1443 std::tuple<position &, velocity &> tup = view.get<position, velocity>(entity);
1444 std::tuple<const position &, velocity &> ctup = view.get<const position, velocity>(entity);
1447 Similarly, the `each` member functions will propagate constness to the type of
1448 the components returned during iterations:
1451 view.each([](auto entity, position &pos, const velocity &vel) {
1456 Obviously, a caller can still refer to the `position` components through a const
1457 reference because of the rules of the language that fortunately already allow
1460 The same concepts apply to groups as well.
1462 ## Give me everything
1464 Views and groups are narrow windows on the entire list of entities. They work by
1465 filtering entities according to their components.<br/>
1466 In some cases there may be the need to iterate all the entities still in use
1467 regardless of their components. The registry offers a specific member function
1471 registry.each([](auto entity) {
1476 It returns to the caller all the entities that are still in use by means of the
1477 given function.<br/>
1478 As a rule of thumb, consider using a view or a group if the goal is to iterate
1479 entities that have a determinate set of components. These tools are usually much
1480 faster than combining this function with a bunch of custom tests.<br/>
1481 In all the other cases, this is the way to go.
1483 There exists also another member function to use to retrieve orphans. An orphan
1484 is an entity that is still in use and has no assigned components.<br/>
1485 The signature of the function is the same of `each`:
1488 registry.orphans([](auto entity) {
1493 To test the _orphanity_ of a single entity, use the member function `orphan`
1494 instead. It accepts a valid entity identifer as an argument and returns true in
1495 case the entity is an orphan, false otherwise.
1497 In general, all these functions can result in poor performance.<br/>
1498 `each` is fairly slow because of some checks it performs on each and every
1499 entity. For similar reasons, `orphans` can be even slower. Both functions should
1500 not be used frequently to avoid the risk of a performance hit.
1502 ## What is allowed and what is not
1504 Most of the _ECS_ available out there don't allow to create and destroy entities
1505 and components during iterations.<br/>
1506 `EnTT` partially solves the problem with a few limitations:
1508 * Creating entities and components is allowed during iterations in almost all
1510 * Deleting the current entity or removing its components is allowed during
1511 iterations. For all the other entities, destroying them or removing their
1512 components isn't allowed and can result in undefined behavior.
1514 In these cases, iterators aren't invalidated. To be clear, it doesn't mean that
1515 also references will continue to be valid.<br/>
1516 Consider the following example:
1519 registry.view<position>([&](const auto entity, auto &pos) {
1520 registry.assign<position>(registry.create(), 0., 0.);
1521 pos.x = 0.; // warning: dangling pointer
1525 The `each` member function won't break (because iterators aren't invalidated)
1526 but there are no guarantees on references. Use a common range-for loop and get
1527 components directly from the view or move the creation of components at the end
1528 of the function to avoid dangling pointers.
1530 Iterators are invalidated instead and the behavior is undefined if an entity is
1531 modified or destroyed and it's not the one currently returned by the iterator
1532 nor a newly created one.<br/>
1533 To work around it, possible approaches are:
1535 * Store aside the entities and the components to be removed and perform the
1536 operations at the end of the iteration.
1537 * Mark entities and components with a proper tag component that indicates they
1538 must be purged, then perform a second iteration to clean them up one by one.
1540 A notable side effect of this feature is that the number of required allocations
1541 is further reduced in most of the cases.
1543 ### More performance, more constraints
1545 Groups are a (much) faster alternative to views. However, the higher the
1546 performance, the greater the constraints on what is allowed and what is
1548 In particular, groups add in some rare cases a limitation on the creation of
1549 components during iterations. It happens in quite particular cases. Given the
1550 nature and the scope of the groups, it isn't something in which it will happen
1551 to come across probably, but it's good to know it anyway.
1553 First of all, it must be said that creating components while iterating a group
1554 isn't a problem at all and can be done freely as it happens with the views. The
1555 same applies to the destruction of components and entities, for which the rules
1556 mentioned above apply.
1558 The additional limitation pops out instead when a given component that is owned
1559 by a group is iterated outside of it. In this case, adding components that are
1560 part of the group itself may invalidate the iterators. There are no further
1561 limitations to the destruction of components and entities.<br/>
1562 Fortunately, this isn't always true. In fact, it almost never is and this
1563 happens only under certain conditions. In particular:
1565 * Iterating a type of component that is part of a group with a single component
1566 view and adding to an entity all the components required to get it into the
1567 group may invalidate the iterators.
1569 * Iterating a type of component that is part of a group with a multi component
1570 view and adding to an entity all the components required to get it into the
1571 group can invalidate the iterators, unless users specify another type of
1572 component to use to induce the order of iteration of the view (in this case,
1573 the former is treated as a free type and isn't affected by the limitation).
1575 In other words, the limitation doesn't exist as long as a type is treated as a
1576 free type (as an example with multi component views and partial- or non-owning
1577 groups) or iterated with its own group, but it can occur if the type is used as
1578 a main type to rule on an iteration.<br/>
1579 This happens because groups own the pools of their components and organize the
1580 data internally to maximize performance. Because of that, full consistency for
1581 owned components is guaranteed only when they are iterated as part of their
1582 groups or as free types with multi component views and groups in general.
1584 # Empty type optimization
1586 An empty type `T` is such that `std::is_empty_v<T>` returns true. They are also
1587 the same types for which _empty base optimization_ (EBO) is possibile.<br/>
1588 `EnTT` handles these types in a special way, optimizing both in terms of
1589 performance and memory usage. However, this also has consequences that are worth
1592 When an empty type is detected, it's not instantiated in any case. Therefore,
1593 only the entities to which it's assigned are made available. All the iterators
1594 as well as the `get` member functions of the registry, the views and the groups
1595 will return temporary objects. Similarly, some functions such as `try_get` or
1596 the raw access to the list of components aren't available for this kind of
1598 On the other hand, iterations are faster because only the entities to which the
1599 type is assigned are considered. Moreover, less memory is used, since there
1600 doesn't exist any instance of the component, no matter how many entities it is
1603 For similar reasons, wherever a function type of a listener accepts a component,
1604 it cannot be caught by a non-const reference. Capture it by copy or by const
1607 More in general, none of the features offered by the library is affected, but
1608 for the ones that require to return actual instances.
1612 In general, the entire registry isn't thread safe as it is. Thread safety isn't
1613 something that users should want out of the box for several reasons. Just to
1614 mention one of them: performance.<br/>
1615 Views, groups and consequently the approach adopted by `EnTT` are the great
1616 exception to the rule. It's true that views, groups and iterators in general
1617 aren't thread safe by themselves. Because of this users shouldn't try to iterate
1618 a set of components and modify the same set concurrently. However:
1620 * As long as a thread iterates the entities that have the component `X` or
1621 assign and removes that component from a set of entities, another thread can
1622 safely do the same with components `Y` and `Z` and everything will work like a
1623 charm. As a trivial example, users can freely execute the rendering system and
1624 iterate the renderable entities while updating a physic component concurrently
1625 on a separate thread.
1627 * Similarly, a single set of components can be iterated by multiple threads as
1628 long as the components are neither assigned nor removed in the meantime. In
1629 other words, a hypothetical movement system can start multiple threads, each
1630 of which will access the components that carry information about velocity and
1631 position for its entities.
1633 This kind of entity-component systems can be used in single threaded
1634 applications as well as along with async stuff or multiple threads. Moreover,
1635 typical thread based models for _ECS_ don't require a fully thread safe registry
1636 to work. Actually, users can reach the goal with the registry as it is while
1637 working with most of the common models.
1639 Because of the few reasons mentioned above and many others not mentioned, users
1640 are completely responsible for synchronization whether required. On the other
1641 hand, they could get away with it without having to resort to particular
1646 A special mention is needed for the iterators returned by the views and the
1647 groups. Most of the time they meet the requirements of random access iterators,
1648 in all cases they meet at least the requirements of forward iterators.<br/>
1649 In other terms, they are suitable for use with the parallel algorithms of the
1650 standard library. If it's not clear, this is a great thing.
1652 As an example, this kind of iterators can be used in combination with
1653 `std::for_each` and `std::execution::par` to parallelize the visit and therefore
1654 the update of the components returned by a view or a group, as long as the
1655 constraints previously discussed are respected:
1658 auto view = registry.view<position, const velocity>();
1660 std::for_each(std::execution::par_unseq, view.begin(), view.end(), [&view](auto entity) {
1665 This can increase the throughput considerably, even without resorting to who
1666 knows what artifacts that are difficult to maintain over time.
1668 Unfortunately, because of the limitations of the current revision of the
1669 standard, the parallel `std::for_each` accepts only forward iterators. This
1670 means that the iterators provided by the library cannot return proxy objects as
1671 references and **must** return actual reference types instead.<br/>
1672 This may change in the future and the iterators will almost certainly return
1673 both the entities and a list of references to their components sooner or later.
1674 Multi-pass guarantee won't break in any case and the performance should even
1675 benefit from it further.
1677 # Beyond this document
1679 There are many other features and functions not listed in this document.<br/>
1680 `EnTT` and in particular its ECS part is in continuous development and some
1681 things could be forgotten, others could have been omitted on purpose to reduce
1682 the size of this file. Unfortunately, some parts may even be outdated and still
1685 For further information, it's recommended to refer to the documentation included
1686 in the code itself or join the official channels to ask a question.