Practice Program Counter and Instruction Fetching - 16.4 | 16. Handling Control Transfer Instructions | Computer Organisation and Architecture - Vol 2
Students

Academic Programs

AI-powered learning for grades 8-12, aligned with major curricula

Professional

Professional Courses

Industry-relevant training in Business, Technology, and Design

Games

Interactive Games

Fun games to boost memory, math, typing, and English skills

Program Counter and Instruction Fetching

16.4 - Program Counter and Instruction Fetching

Enroll to start learning

You’ve not yet enrolled in this course. Please enroll for free to listen to audio lessons, classroom podcasts and take practice test.

Learning

Practice Questions

Test your understanding with targeted questions

Question 1 Easy

What is the purpose of the Program Counter (PC)?

💡 Hint: Think about how the PC relates to instruction flow.

Question 2 Easy

Differentiate between unconditional and conditional jumps.

💡 Hint: Remember the behavior of both types of jumps.

4 more questions available

Interactive Quizzes

Quick quizzes to reinforce your learning

Question 1

What type of jump always executes?

Conditional Jump
Unconditional Jump
Both

💡 Hint: Think about how each type of jump operates.

Question 2

True or False: The Program Counter (PC) is incremented after every instruction fetch.

True
False

💡 Hint: Remember the function of jumps.

2 more questions available

Challenge Problems

Push your limits with advanced challenges

Challenge 1 Hard

Consider a situation where a program requires frequent jumps between tasks. Propose a solution for managing the PC efficiently.

💡 Hint: Think about how tasks are managed and how returns might be handled.

Challenge 2 Hard

Explain how a compiler could optimize jump instructions in a program. Discuss techniques that might be applied.

💡 Hint: Consider how efficiency and redundancy play a role in instruction sets.

Get performance evaluation

Reference links

Supplementary resources to enhance your learning experience.