Its a alias to data elsewhere.
While I should connect locator transform node with curve shape node:
>> connectAttr -f locator1.translate curveShape1.cv[0];
Well you got half the idea correct the name of the atribute also changes to controlPoints[0] or cp[0] so the acual name is:
connectAttr -f locator1.translate curveShape1.cp[0];
note the name change of the attribute too!
(but how do you know, that it should be done exactly this way???)
Well, you know it because thats what maya ultimately does. If you go look of it in the hypergraph or disconnect you wil see that thats indeed the connection maya made. However you can also deduce this fact form other clues:
curve1 is a transform, you know this by the fact that you have selected it on screen, you can ask maya to verify. The points on the curve do not actually reside in the trasofrm because the trasform is the same irrespectively of type. So when you select a polygon the trasform is the same as in the case of a line, nurbs surface, or locator. The actual geometry is located in the shape thets actually a child of trensform.
Now you can kindly ask maya if curve1 actually has a attribute called cv, you mynotice it does not. So you will notice that indeed things like this are illusions the real data is somewhere else.
And third you can read the relevant part of the manual, in other words the node reference, and come to the same conclusion
in short you will now form now on that the slots of data for the components you select in maya are not actually realy named the way they seem at first glance.
And instead of connecting them in opposite way, I can simply parent my locators to the curve.
Yes, or connect the parnet matrix in... etc. A bidirectional connection is also possible if you use a constraint but thet becomes harder to organize animation around.