This document discusses design patterns, including their definition, classification, and common examples. It defines a design pattern as a recurring solution to a problem in a given context. Patterns are classified by their purpose (creational, structural, behavioral), scope (class, object), and application area (J2EE). Common creational patterns include abstract factory, builder, and factory method. Structural patterns deal with class and object composition, while behavioral patterns focus on object interaction and loose coupling. Over 250 patterns are used in object-oriented programming, with the 23 Gang of Four patterns being most well-known. Design patterns are not the same as idioms, algorithms, or software components.