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Graphical Solution of LP problems

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Edexcel A Level Further Maths · Decision 1

Graphical Solution of LP Problems

The Big Idea: When you draw all the constraints of a linear programming problem on a graph, they trap a region of "allowed" points — and the best possible answer always sits at one of the corners of that region, never in the middle.

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:

Structure of an LP Problem
Maximise/Minimise   P = ax + by     subject to   several inequalities in x and y
In plain English: "find the best combination of x and y, without breaking any of the rules."

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.

What about 3 variables? Sometimes a third variable 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

1
Plot each inequality as a straight line. Either rearrange to 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.
2
Decide solid or dashed: solid line for ≤ or ≥ (the boundary is included), dashed line for < or > (boundary excluded). In LP problems, strict inequalities are rare — almost everything is ≤ or ≥.
3
NOT
4
After shading every constraint, whatever's left unshaded is your feasible region. Label it with a capital R.
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Also in the full note
  • 3. The Objective Line Method
  • 4. The Vertex Method
  • 5. Integer Solutions
  • What to Memorise
  • Concepts Checklist
  • Exam Tips & Common Mistakes
  • Worked Example
  • What is the objective line?
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