I'd like to ask this question too, in fact. Most of the articles about component entity systems I've seen on the internet only seem to cover the concepts and none of the implementation, leaving me utterly lost as to how such a thing can actually be implemented without being so dynamic and abstract you end up completely incompatible with basic optimizations like sprite batching and quadtrees. Tank's articles are a good example of that; I have no idea what any of his classes would actually contain or do at a code level, or what the top level of code would do with any of them.
So, instead of another rehash of the vague concepts, could someone knowledgeable about these systems provide a complete toy example?