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.