RefactoringMonsterClasses

Last edit February 12, 2004
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 T> class GetResponse<T> : public Response { T value; ... };

template <class T> class SetRequest<T> : 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.