Refactoring Monster Classes
      In a "spare time" project, I've been experimenting with all the "bright ideas" I'm not allowed to use at work: TestDrivenDevelopment, DoTheSimplestThingThatCouldPossiblyWork, ReFactoring, etc. Recently I came to a point where I remembered some old code I'd written a few years ago when I first went from C to C++, and thought it might be a good fit.
Ugh.
It was a monster-sized class, and the LargeClass stench rose from it in visible clouds. It implements a text-based, request-response network protocol almost but not quite entirely unlike XML. The text-based messages are of the variety:
        GetObjectColor(door)
        GetObjectColorResponse(door, ok, white)
        GetObjectStateResponse(door, failed, no_door_found)
      
      
        SetObjectColor(door, white)
        SetObjectColor(door, white, ok)
        SetObjectColor(door, white, failed, out_of_white_paint)
      
      
        SendObjectCommand(door, close)
        SendObjectCommandResponse(door, close, ok)
        SendObjectCommandResponse(door, close, failed, foot_caught_in_door)
      
      Obviously, the actual messages were a lot more complicated, but these will do. There are fifteen of these action/response pairs; every action message has a corresponding response. Unfortunately, coming straight from (very poor) C coding practices, I made One Big Class to handling parsing of these things. It went something like this:
        class Message {
        enum {GET_COLOR, GET_COLOR_RESPONSE,
        SET_COLOR, SET_COLOR_RESPONSE,
        SEND_COMMAND, SEND_COMMAND_RESPONSE, ...
        } commandType;
        string rawText;
        ParseMessage(const string& text);
        SetObjectTarget(const string& obj);
        SetState(const string& obj); // ONLY USE ON SET AND COMMAND! 
        SetResult(const string& result, const string& reason); // ONLY USE ON RESPONSES!
        }
      
      Yuck. Lots of refactorings can be done: switch statements (in ParseMessage) and large class for starters.
So I opened the RefactoringBook and sure enough, it listed four refactorings: for "large class": Extract Class, Extract Subclass, Extract Interface, and Replace Data Value with Object. I chose Extract Subclass, so then I had this:
        class Message {};
        class GetColorMessage : public Message {};
        class GetColorResponse : public Message {};
        class SetColorMessage : public Message {};
        class SetColorResponse : public Message {};
      
      Of course, now I saw another refactoring opportunity: splitting out the "message-ness" or "response-ness". So I had this:
        class MessageBase {};
        class Request : public RequestBase {};
        class GetColorRequest : public Request {}; 
        class SetColorRequest : public Request {};
        class Response : public Response {};
        class GetColorResponse : public Response {};
        class SetColorResponse : public Response {};
      
      But then I came across another problem: GetColorRequest and GetColorResponse shared a lot of code. So I tried to apply ExtractSuperclass, and fell immediately into the "diamond" multiple inheritance problem:
        MessageBase
        /            /  \                      
        /    \       
        Request    GetColorMessage
        \    /
        \  /
        \/
        GetColorMessageRequest
      
      This became as bad as the original to maintain!
So, where did I go wrong?"
You're relying on inheritance too much instead of composition. You have two types of message: request and response. Of those, some requests get a named, typed data item and others set a named, typed data item. I would structure your messages like this:
        class Message { ... };
        class Request : public Message { ... };
        class Response : public Message { ... }
      
      
        class GetRequest : public Request {
        std::string name;
        ...
        };
      
      
        template 
        class GetResponse : public Response {
        T value;
        ...
        };
       
      
        template 
        class SetRequest : public Request {
        std::string name;
        T new_value;
        };
       
      
        class ErrorResponse : public Response {
        std::string message;
        };
      
      And so on...
Continue refactoring, using StrategyPattern, StatePattern, BridgePattern, FactoryPattern, and more. Read AsdPpp for pointers on when and how to apply these patterns.