Another option, which is more useful if you need to know the rotation of your object as well, is this:
rotation = atan2(dy, dx);
px += speed * elapsed * cos(rotation);
py += speed * elapsed * sin(rotation);
Where elapsed is the time since your last game loop, dy and dx are the y and x coordinates of the vector from your current position to the target destination, and px and py are your current x and y coordinates.
You should also check if the distance you need to go is less than the total amount you can move so that you don't pass your target. A method to do this is:
if( dx*dx + dy*dy < speed * elapsed * speed * elapsed){
px += dx;
py += dy;
}
else {
calculate position with the first formula
}
This method saves you from having to normalize your vectors and gives you your rotation relative to the x axis in the range of -180 to +180 degrees, while using arccos will not tell you whether your angle is positive or negative.