Let me try and answer this too.
Pointers are similar to references. In other words, they're not copies, but rather a way to refer to the original value.
Before anything else, one place where you will typically have to use pointers a lot is when you're dealing with embedded hardware. Maybe you need to toggle the state of a digital IO pin. Maybe you're processing an interrupt and need to store a value at a specific location. You get the picture. However, if you're not dealing with hardware directly and are just wondering about which types to use, read on.
Why use pointers as opposed to normal variables? The answer becomes clearer when you're dealing with complex types, like classes, structures and arrays. If you were to use a normal variable, you might end up making a copy (compilers are smart enough to prevent this in some situations and C++11 helps too, but we'll stay away from that discussion for now).
Now what happens if you want to modify the original value? You could use something like this:
MyType a; //let's ignore what MyType actually is right now.
a = modify(a);
That will work just fine and if you don't know exactly why you're using pointers, you shouldn't use them. Beware of the "they're probably faster" reason. Run your own tests and if they actually are faster, then use them.
However, let's say you're solving a problem where you need to allocate memory. When you allocate memory, you need to deallocate it. The memory allocation may or may not be successful. This is where pointers come in useful - they allow you to test for the existence of the object you've allocated and they allow you to access the object the memory was allocated for by de-referencing the pointer.
MyType *p = NULL; //empty pointer
if(p)
{
//we never reach here, because the pointer points to nothing
}
//now, let's allocate some memory
p = new MyType[50000];
if(p) //if the memory was allocated, this test will pass
{
//we can do something with our allocated array
for(size_t i=0; i!=50000; i++)
{
MyType &v = *(p+i); //get a reference to the ith object
//do something with it
//...
}
delete[] p; //we're done. de-allocate the memory
}
This is the key to why you would use pointers - references assume the element you're referencing exists already. A pointer does not.
The other reason why you would use pointers (or at least end up having to deal with them) is because they're a data type that existed before references. Therefore, if you end up using libraries to do the things that you know they're better at, you will find that a lot of these libraries use pointers all over the place, simply because of how long they've been around (a lot of them were written before C++).
If you didn't use any libraries, you could design your code in such a way that you could stay away from pointers, but given that pointers are one of the basic types of the language, the faster you get comfortable using them, the more portable your C++ skills would be.
From a maintainability point of view, I should also mention that when you do use pointers, you either have to test for their validity and handle the case when they're not valid, or, just assume they are valid and accept the fact that your program will crash or worse WHEN that assumption is broken. Put another way, your choice with pointers is to either introduce code complexity or more maintenance effort when something breaks and you're trying to track down a bug that belongs to a whole class of errors that pointers introduce, like memory corruption.
So if you control all of your code, stay away from pointers and instead use references, keeping them const when you can. This will force you to think about the life times of your objects and will end up keeping your code easier to understand.
Just remember this difference: A reference is essentially a valid pointer. A pointer is not always valid.
So am I saying that its impossible to create an invalid reference? No. Its totally possible, because C++ lets you do almost anything. It's just harder to do unintentionally and you will be amazed at how many bugs are unintentional :)