concept of source and object progran(code)?
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Not quite sure about what you are asking here.  If you are asking about the difference between source code and object code then the basic (no pun intended) answer is the following:\n\n1)  Source code is in a format that you the programmer can understand (for example, C, C++, etc.).  For example, the source code for a small program might be (in C):\n\n#include <stdio.h>\n\nint main(void)\n{\n    printf("Hello World&#92;n");\n\n    return 0;\n}\n\n2)  Object code is what is produced when the source code is processed by another program called a "compiler" (and optionally a "linker"), and is in a format that your operating system and hardware can understand, and consequently run.\n\nFor a C-program, the usual convention is for a source code file to have the suffix ".c", and the compiled object file to have the suffix ".o".\n\nFor more information on this topic you can look at any introductory programming book.\n\nIt's also worth noting that some programming languages are "interpreted" at run-time rather than compiled (e.g. PERL).  There are also a range of what are termed low-level and high-level languages, with varying degrees of separation between what is usually termed the source and object code.
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For each object some test cases can be put for both positive and negative testing under the white and block box based methodologies.... and all wud be based upon the functionality thats intended of the object... (since thats not specified... it not possible to highlight more upon what they can be)... for various phases... integration,development... based on the V model.
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If you've never used an object-oriented language before, you need to understand the underlying concepts before beginning to write code. You need to know what an object is, what a class is, how objects and classes are related, and how objects communicate by using messages.\n\nObject-oriented programming. Objects of the program interact by sending messages to each other.\n\nWhat Is an Object? (in the Learning the Java Language trail)\n\n    An object is a software bundle of related variables and methods. Software objects are often used to model real-world objects you find in everyday life. \n\nWhat Is a Message? (in the Learning the Java Language trail)\n\n    Software objects interact and communicate with each other using messages. \n\nWhat Is a Class? (in the Learning the Java Language trail)\n\n    A class is a blueprint or prototype that defines the variables and the methods common to all objects of a certain kind. \n\nWhat Is Inheritance? (in the Learning the Java Language trail)\n\n    A class inherits state and behavior from its superclass. Inheritance provides a powerful and natural mechanism for organizing and structuring software programs. \n\nWhat Is an Interface? (in the Learning the Java Language trail)\n\n    An interface is a contract in the form of a collection of method and constant declarations. When a class implements an interface, it promises to implement all of the methods declared in that interface. \n\nHow Do These Concepts Translate into Code? (in the Learning the Java Language trail)\n\n    This section looks at a small applet, and shows you the code that creates objects, implements classes, sends messages, establishes a superclass, and implements an interface.\n\nfor the importance part\n\nObject-oriented programming is claimed to give more flexibility, easing changes to programs, and is widely popular in large-scale software engineering. Furthermore, proponents of OOP claim that OOP is easier to learn for those new to computer programming than previous approaches, and that the OOP approach is often simpler to develop and to maintain, lending itself to more direct analysis, coding, and understanding of complex situations and procedures than other programming methods. Translation from real-world phenomena/objects (and conversely) is eased because there is direct mapping from the real-world to the object-oriented program (generally a many-to-one). The converse mapping, from the object-oriented program back to the real-world, is by way of a one-to-many mapping, where each 'many' is seen to be a collection of well-defined subsets (or superset), which together compose a real-world object. The corresponding object defined in the program may be seen as representing some proper subset of the real-world object's features.
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Use TOBA (see link below)\n\nToba translates Java class files into C source code. This allows the construction of directly executable programs that avoid the overhead of interpretation.
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try:\nhttp://www.planet-source-code.com
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When you have an OO language, my suggestion will always be to use those OO features.\nThat said, for C++ I would model objects and use their constructors to get a good start in which I can determine the order of construction by calling as needed. Please see the fist link below on how to manage static construction.\nSo don't think about "functions" but "state/objects" and their "initialization".
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If you've never used an object-oriented language before, you need to understand the underlying concepts before beginning to write code. You need to know what an object is, what a class is, how objects and classes are related, and how objects communicate by using messages. The first few sections of this chapter describe the concepts behind object-oriented programming. The last section shows how these concepts translate into code. \nWhat Is an Object?\nAn object is a software bundle of related variables and methods. Software objects are often used to model real-world objects you find in everyday life. \nWhat Is a Message?\nSoftware objects interact and communicate with each other using messages. \nWhat Is a Class?\nA class is a blueprint or prototype that defines the variables and the methods common to all objects of a certain kind. \nWhat Is Inheritance?\nA class inherits state and behavior from its superclass. Inheritance provides a powerful and natural mechanism for organizing and structuring software programs. \nWhat Is an Interface?\nAn interface is a contract in the form of a collection of method and constant declarations. When a class implements an interface, it promises to implement all of the methods declared in that interface. \nHow Do These Concepts Translate into Code?\nThis section looks at a small applet, and shows you the code that creates objects, implements classes, sends messages, establishes a superclass, and implements an interface.
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Go to this website:\n\nhttp://www.planet-source-code.com/
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Actually I don't know much about source codes, but what i got i am going to display with u,\nu just check it out.
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Check this url\n\nhttp://www.planet-source-code.com/vb/scripts/ShowCode.asp?txtCodeId=50775&lngWId=1
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origination, input, output, processing, storage & input
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*  Objects...\n          o Autonomous entities\n          o No direct access to their components, or run time type2\n          o Interact purely by messages, with no assumption of implementation \n\n    * Object Organization...\n          o Inheritance mechanism to construct an object classification hierarchy\n          o Not just for code sharing\n          o Must have abstract nodes in hierarchy for more realistic modeling\n          o Provide potential for individuality in objects\n          o Dynamicly determine (via run time type) correct response to messages \n\n    * Programs as Models...\n          o Programs model the development of some planned system\n          o Changing state of system reflected by the changing state of the objects\n          o Objects can be thought of as acting concurrently\n          o Support for ``non OO'' programming techniques in situations where they make sense
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A function, or algorithm, or subprocedure, or method if your talking about Object Oriented Programming. There are a lot of different names for it, but it's basically the same thing.
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go to the source - The Art of Computer Programming by Donald Knuth.  It is the bible of data structures.
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The code varies by game. It really depends on the Engine that it is run on. In effect games are just a bunch of linked files. each one has to be coded, but the coding varies, because there are tons of scripting languages.
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Try here: http://fvs.sourceforge.net/
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DIRECT  OBJECT  ??????