Data structure that allows cache-friendly iteration by keeping all data neatly packed. Similar one is used in full-fledged ECS game engine EnTT
Order of elements is not garanteed to stay the same so you should save indices of appended elements for future access
```rust use packed_array::PackedArray;
#[test]
fn creation() {
let a = PackedArray::<u32, 10>::new();
assert_eq!(a.size(), 0);
}
#[test]
fn append_remove() {
let mut a = PackedArray::<i16, 15>::new();
let i1 = a.append(90);
let i2 = a.append(18);
let i3 = a.append(-80);
assert_eq!(a.size(), 3);
assert_eq!(a.get(i1), &90);
assert_eq!(a.get(i2), &18);
assert_eq!(a.get(i3), &-80);
a.remove(i3);
assert_eq!(a.size(), 2);
assert_eq!(a.get(i1), &90);
assert_eq!(a.get(i2), &18);
a.remove(i1);
assert_eq!(a.size(), 1);
assert_eq!(a.get(i2), &18);
}
#[test]
fn references() {
let mut a = PackedArray::<i16, 15>::new();
let i1 = a.append(90);
let i2 = a.append(18);
let number = a.get_mut(i2);
*number = 80;
assert_eq!(a.get(i2), &80);
assert_eq!(a.get(i1), &90);
}
#[test]
fn iteration() {
let mut a = PackedArray::<i16, 15>::new();
a.append(90);
a.append(18);
let mut i = 0;
for item in a.iter() {
assert_eq!(item, a.get(i));
i += 1;
}
}
#[test]
fn iteration_mut() {
let mut a = PackedArray::<i16, 15>::new();
let i1 = a.append(90);
let i2 = a.append(18);
for item in a.iter_mut() {
*item += 1;
}
assert_eq!(a.get(i1), &91);
assert_eq!(a.get(i2), &19);
}
```