-# EntityX - A fast, type-safe C++ entityx::Entity-entityx::Component system
+# EntityX - A fast, type-safe C++ Entity Component System
[](https://travis-ci.org/alecthomas/entityx)
-entityx::Entity-entityx::Component (EC) systems are a form of decomposition that completely decouples entity logic and data from the entity "objects" themselves. The [Evolve your Hierarchy](http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/) article provides a solid overview of EC systems and why you should use them.
+Entity Component Systems (ECS) are a form of decomposition that completely decouples entity logic and data from the entity "objects" themselves. The [Evolve your Hierarchy](http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/) article provides a solid overview of EC systems and why you should use them.
EntityX is an EC system that uses C++11 features to provide type-safe component management, event delivery, etc. It was built during the creation of a 2D space shooter.
}
Entity get(Entity::Id id) {
- assert(entity_version_[id.index()] != id.version() && "Attempt to get() with stale Entity::Id");
+ assert(entity_version_[id.index()] == id.version() && "Attempt to get() with stale Entity::Id");
return Entity(shared_from_this(), id);
}