The classifications and typical uses are
PatternCategoryWhen to use it
Command patternBehavioral design patternRepresent a request as an object, separating its invocation from the receiver. Commands can be queued or logged; undo additionally needs enough information to reverse the particular request.
Strategy patternBehavioral design patternSelect among interchangeable algorithms through a common interface, such as different routing or scoring policies.
Adapter patternStructural design patternWrap an existing component so clients can use it through a different required interface without changing that component.
State patternBehavioral design patternDelegate behavior to an object representing the current state, with transitions selecting another state object instead of scattering conditionals across operations.
Visitor patternBehavioral design patternAdd operations across a relatively stable element-class hierarchy, commonly through double dispatch. Adding a new element type then usually requires updating the visitors.