Graphical Solution of LP problems
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Graphical Solution of LP Problems
Summary — What This Chapter Covers
- Feasible region: the area on a graph that satisfies every constraint at once — found by shading OUT the parts that don't work, leaving the answer unshaded and labelled
R. - Objective line method: draw a trial line for the objective function, then slide a ruler parallel to it across the region — the last vertex it touches is the optimal solution.
- Vertex method: find the coordinates of every corner of the feasible region (by solving simultaneous equations), plug each into the objective function, and pick the best value.
- Integer solutions: when decision variables must be whole numbers (you can't make 3.65 chairs), check the four integer points surrounding the true optimal solution.
1. What Even Is a Linear Programming Problem?
Imagine you run a small furniture workshop. You make chairs (x per day) and tables (y per day). You want to make as much profit as possible — but you're limited by how much wood you have, how many hours your staff can work, and how much storage space exists.
Each of those limits is a constraint — an inequality like 3x + 2y ≤ 24. Your profit is the objective function — something like P = 30x + 40y, which you want to maximise (or in other problems, minimise, e.g. minimising cost).
A linear programming (LP) problem always has this same skeleton:
For problems with just two decision variables (x and y), we can literally see the answer by drawing a graph — that's what this whole chapter is about.
z sneaks in — e.g. "the number of desks made is twice the number of tables," so z = 2y. You substitute this relationship into every constraint so that everything is written in terms of just two variables again. Then it's business as usual.
2. The Feasible Region
What is it?
The feasible region is the set of every point (x, y) that satisfies all the constraints simultaneously — including the "hidden" constraint that you usually can't have negative amounts of anything (x ≥ 0, y ≥ 0).
Think of it like a Venn diagram of allowed zones, except instead of circles you're overlapping half-planes cut off by straight lines. Wherever all the allowed zones overlap — that's your feasible region.
How to actually draw it — step by step
y = mx + c, or (often easier) find two points that satisfy the equation (e.g. set x = 0, then set y = 0) and join them with a ruler.R.Worked Example
Maximise P = 30x + 40y subject to:
Line 1: x + y = 10 → passes through (0,10) and (10,0). Gradient −1.
Line 2: 3x + 2y = 24 → passes through (0,12) and (8,0).
Line 3: x + 2y = 18 → passes through (0,9) and (18,0).
Plot all three solid lines (all are ≤), plus the axes for x ≥ 0 and y ≥ 0. Shade the unwanted side of each. The blank patch left near the origin — bounded by parts of all these lines — is the feasible region R. Its corners (reading from the graph) turn out to be (0,0), (8,0), (6,3), (2,8), and (0,9).
2x + 5y ≤ 20. Find two points that lie exactly on the boundary line, and state whether the line should be drawn solid or dashed.3. The Objective Line Method
What is the objective line?
The objective function P = ax + by can be rearranged into the familiar form y = mx + c. That means for any fixed value of P, this is just the equation of a straight line — the objective line. Different values of P give a whole family of parallel lines, all with the same gradient, just shifted up or down.
Because the objective line always moves in one direction as P changes, the very last point of the feasible region it touches (as you push it as far as possible while still touching R) must be a vertex (corner) — never an edge or the middle. That vertex is your optimal solution.
Method — step by step
a and b, so the line crosses the axes at whole numbers.Worked Example
Feasible region R has vertices (0,0), (8,0), (4,6), (2,8), (0,9). Maximise P = 30x + 40y.
Trial line: choose P = 120 (multiple of both 30 and 40) → 30x + 40y = 120, which passes through (0,3) and (4,0). Plot it.
Slide the ruler up and away from the origin, drawing a new parallel line each time it crosses a vertex: at (8,0), then (4,6), then (2,8) — where it finally leaves the region.
Optimal solution: (2, 8) → P = 30(2) + 40(8) = 60 + 320 = 380.
P = 4x + 3y. Which direction should you slide the ruler, and which vertex is most likely to give the minimum?4. The Vertex Method
Rather than physically sliding a ruler, the vertex method finds the coordinates of every corner of the feasible region algebraically, then just tests each one in the objective function like a shortlist.
Method — step by step
Worked Example
Maximise P = 2x + 5y, feasible region bounded by x ≥ 0, y ≥ 0, y − 2x ≤ 2, x + 4y ≤ 17, x + y ≤ 8.
Obvious vertices: (0,0); intersection of x=0 with y−2x=2 gives (0,2); intersection of x+y=8 with y=0 gives (8,0).
Solving for the "hidden" corners:
y − 2x = 2 and x + 4y = 17:
From the first, y = 2 + 2x. Substitute: x + 4(2+2x) = 17 → 9x = 9 → x = 1, y = 4. Vertex: (1, 4).
x + 4y = 17 and x + y = 8:
Subtract: 3y = 9 → y = 3, x = 5. Vertex: (5, 3).
| x | y | P = 2x + 5y |
|---|---|---|
| 0 | 0 | 0 |
| 0 | 2 | 10 |
| 8 | 0 | 16 |
| 1 | 4 | 22 |
| 5 | 3 | 25 ✓ MAX |
Optimal solution: x = 5, y = 3, giving a maximum value of P = 25.
2x + y = 14 and x + 3y = 22. Find their point of intersection (a candidate vertex of a feasible region).5. Integer Solutions
Sometimes the "mathematically perfect" optimal solution lands on a decimal, like x = 3.2, y = 4.7 — but the real world doesn't always allow that. You can't bake 4.7 cakes or hire 3.2 employees. When the context demands whole numbers, you need the integer solution closest to (and still inside) the feasible region.
Method — step by step
Worked Example
Optimal (non-integer) solution: x = 3.2, y = 4.7, giving P = 5x + 10y = 63.
The four surrounding integer points: (3,4), (3,5), (4,5), (4,4).
| (x, y) | Satisfies all constraints? | P = 5x + 10y |
|---|---|---|
| (3, 4) | ✔ Yes | 55 |
| (3, 5) | ✘ No | — |
| (4, 5) | ✘ No | — |
| (4, 4) | ✔ Yes | 60 ✓ BEST |
Integer solution closest to optimal: x = 4, y = 4, giving P = 60.
What to Memorise
Feasible Region
The unshaded area satisfying ALL constraints (including x, y ≥ 0). Labelled R.
Objective Line
P = ax + by rearranged to y = mx + c. Slide parallel copies — away from origin to maximise, towards origin to minimise.
Vertex Method
Solve pairs of boundary equations simultaneously to find every corner, then test each in P = ax + by.
Integer Solutions
Check the 4 integer points surrounding the true optimum; discard any that fail a constraint; pick the best surviving one.
Line Style
Solid line for ≤ / ≥ (boundary included). Dashed line for < / > (boundary excluded, rare in LP).
Shading Rule
Always shade the side that does NOT satisfy the inequality — the blank space left over is R.
Concepts Checklist
Exam Tips & Common Mistakes
- Exam Tips & Common Mistakes
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