An interface that designates something is ownable. Both entities and components can be
 ownable. This can be used to create hierarchies of components. As an example, a
 ParticleSystem component might own the Geometry component that a task prepares for it.
 
 The Ownable interface is the main entry-point for programmers to manage their
 inter-entity/component relationships, and not 
Owner. The Owner interface exists
 so that Ownable implementations can notify owners of changes.