#include "Entity.h" struct Component1 { float x, y; }; DESCRIBE("Component Table") IT("can create components and retrieve them using entity as key", { ComponentTable<Component1> sut; Entity e(1); sut.create(e); auto &created_component = sut.get(e); S_ASSERT(0.0f == created_component.x, "component not created correctly"); }); IT ("can destroy and create components", { // Arrange ComponentTable<Component1> sut; Entity e(1); Entity e2(2); // Act sut.create(e); sut.create(e2); sut.get(e2).x = 4.0f; sut.destroy(e);