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Enable anchor links in ECS section #4

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1 change: 1 addition & 0 deletions content/learn/book/ecs/_index.md
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Bevy is fundamentally powered by its ECS (a central [paradigm](https://ajmmertens.medium.com/ecs-from-tool-to-paradigm-350587cdf216) for organizing and operating on data which stands Entity-Component-System): almost all data is stored as components which belong to entities, and all logic is executed by its systems.
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1 change: 1 addition & 0 deletions content/learn/book/ecs/commands/_index.md
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**Commands** are powerful, unrestricted tools for deferring complex or heavily-blocking work.
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1 change: 1 addition & 0 deletions content/learn/book/ecs/detecting-changes/_index.md
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Bevy allows you to respond to the addition of or changes to specific component types using the [`Added`] and [`Changed`] query filters.
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3 changes: 2 additions & 1 deletion content/learn/book/ecs/ecs-magic/_index.md
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By this point, it's common for new Bevy users to have a few questions about how the high-level tools you've been introduced to actually perform their feats of cunning ergonomics.
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[`FunctionSystem::run_unsafe`]: https://docs.rs/bevy/latest/bevy/ecs/system/struct.FunctionSystem.html#method.run_unsafe
[`SystemParamFetch::get_param`]: https://docs.rs/bevy/latest/bevy/ecs/system/trait.SystemParamFetch.html#tymethod.get_param
[`ParallelExecutor`]: https://docs.rs/bevy/latest/bevy/ecs/schedule/struct.ParallelExecutor.html
[`ParallelExecutor`]: https://docs.rs/bevy/latest/bevy/ecs/schedule/struct.ParallelExecutor.html
1 change: 1 addition & 0 deletions content/learn/book/ecs/entities-components/_index.md
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As we discussed in the introduction to this chapter, **entities** represent objects in your game world, whose data is stored in the form of components.
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1 change: 1 addition & 0 deletions content/learn/book/ecs/exclusive-world-access/_index.md
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In various places, Bevy code works directly with the [`World`]'s data, gaining exclusive, blocking access to it and allowing for arbitrary mutations.
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3 changes: 2 additions & 1 deletion content/learn/book/ecs/queries/_index.md
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Once we have data stored on our entities in the form of components, we need to be able to get the data back out in a principled way.
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In addition to improving parallelism, this also reduces the false positives when checking for [system execution order ambiguities](https://docs.rs/bevy/latest/bevy/ecs/schedule/struct.ReportExecutionOrderAmbiguities.html), as we can guarantee that the relative order of two systems that do not share data never changes the final outcome.

[`Transform`]: https://docs.rs/bevy/latest/bevy/transform/components/struct.Transform.html
[`QuerySet`]: https://docs.rs/bevy/latest/bevy/ecs/system/struct.QuerySet.html
[`QuerySet`]: https://docs.rs/bevy/latest/bevy/ecs/system/struct.QuerySet.html
1 change: 1 addition & 0 deletions content/learn/book/ecs/resources/_index.md
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Not all data is stored in the entity-component data storage.
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There are a few standard Rust patterns and pitfalls that are particularly relevant to Bevy's ECS.
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1 change: 1 addition & 0 deletions content/learn/book/ecs/systems/_index.md
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In order to make useful, fun or interesting games or apps, you'll need to manipulate the data that you store in components and resources in some way.
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