Would someone care to explain the difference to be between a VertexBuffer, a VertexArray, a VertexBufferObject, and a VertexArrayObject? I'm not even sure if these are all terms for different things, but I've seen all of them appear in the OpenGL spec.
I know that a VertexBuffer simply contains vertices and nothing else, once bound, and once I've set the vertex pointers, I can use DrawArrays to draw it. I've done it this way many times.
I am using what I think is a VertexArray, which stores the state of any vertex buffers that are set, and also any vertex pointers. Binding a VertexArray automatically binds the vertex buffer and sets the vertex pointers. I have used this (mostly) successfully too.
But what is a VertexBufferObject, and a VertexArrayObject? Are they better? Doesn't VertexArray give me everything I need?
A vertex array is simply some data in your program (inside your address space) that you tell OpenGL about by providing a pointer to it.
While more efficient than specifying every single vertex individually, they still have performance issues. The GL must make a copy at the time you call DrawElements (or a similar function), because that is the only time it can be certain that the data is valid (after all, nothing prevents you from overwriting the data right away). This means that there is a significant hindrance to parallelism, and thus a performance issue.
Vertex buffer objects ("vertex buffers") are raw blocks of data that you do not own, i.e. they are not in your address space. You can either copy data into the buffer object with Copy(Sub)Data or by temporarily mapping it to your address space. Once you unmap the buffer, it does no longer belong to you. The huge advantage is that now the GL can decide what to do with it, and when to upload it. It knows that the data will be valid, because you cannot access it. This makes CPU/GPU parallelism a lot easier.
Vertex array abjects are a bit of a misnomer. There are no vertices or arrays in them. They are merely a kind of "state description block" which encapsulate the bindings of one or several vertex buffer objects (including any VertexAttribPointer calls). As such, they are both a convenience function and somewhat more efficient (fewer function calls), but not strictly necessary. You could do anything that a VAO does by hand, too.