Graphical solution of linear programsEdexcel International A Level Maths: Revision notes
Section 1
Drawing the feasible region
With two variables, a linear program can be solved on a graph. For each constraint, draw the boundary line (replace the inequality sign with ), then decide which side satisfies it, by testing a point such as the origin (if the line does not pass through it). Shade out (or label) the unwanted side for each inequality, so that the feasible region is left clear. The region where all constraints hold is bounded by the axes (from ) and the lines. The corner points of the region are its vertices. Their coordinates are found by reading the graph, or exactly by solving the two boundary equations simultaneously. For and : subtracting gives , so the vertex is . Always check that a vertex satisfies every other constraint.
Reading coordinates off the graph for a vertex and leaving it there. Solve the equations to get the exact value.
Section 2
The vertex method
An optimal solution of a linear program always occurs at a vertex of the feasible region (or along an edge between two vertices which gives the same value). So:
- Find the coordinates of every vertex of the feasible region.
- Evaluate the objective function at each vertex.
- Choose the largest value (to maximise) or the smallest (to minimise). Example: maximise with vertices , , , . The values are , , , . The maximum is at . State the values of both the variables and the objective at the end.
Make a short table of vertex, calculation and value, so that no vertex is missed.
Section 3
The ruler (objective line) method
The objective function is a family of parallel lines, one for each value of . Each has gradient . To use the ruler method:
- Draw one objective line, such as , choosing a value of that gives a convenient line inside the graph.
- Place a ruler along it and slide it parallel to the line.
- For maximising, move away from the origin: the optimum is the last point of the feasible region the ruler touches. For minimising, start on the origin side and move away from the origin: the optimum is the first point of the region touched.
- Read off the vertex, then find its coordinates exactly by solving the two boundary equations, and calculate . The line has a negative gradient when and are positive, so check your line slopes down to the right.
Sliding the ruler perpendicular to the objective line, or choosing the wrong end of the region. For a maximum, take the point furthest from the origin.
Section 4
Minimisation problems
Minimisation problems usually have constraints of the form (requirements such as energy or protein) and the feasible region is on the far side of the lines from the origin. The optimum is then the point that makes the objective as small as possible: with the ruler, it is the first point of the region touched when the line moves away from the origin. Example: minimise subject to , , . The vertices are , , and , with , , , . The minimum is at . The point is found by solving and .
Test a point in the region (such as ) in every inequality to make sure you have shaded the correct side.
Section 5
Integer solutions
If and must be whole numbers (tables, parcels), the optimal vertex may be fractional. The solution is then the best integer point inside the feasible region. Do not just round: a rounded point may lie outside the region or not be the best. Method: find the optimal vertex, then test integer points near it, checking every constraint. Or use the ruler method: move the objective line back from the optimal vertex, parallel to itself, until it first passes through a feasible integer point; that point is the optimum. Example: maximise subject to and . The vertex gives . The point is infeasible (), and is feasible with . The other points are worse ( gives 22, gives 21), so the optimum is with . The integer optimum is never better than the non-integer optimum.
Rounding the optimal vertex to the nearest integers without checking that the result satisfies all constraints.
That's the notes covered.
Carry on to the next subtopic.
Exam questions on Graphical solution of linear programs
- A furniture company makes desks and chairs each day. The company wants to maximise its daily profit (in hundreds of pounds), subject to the constraints (worker hours), (workshop space), and .The feasible region has vertices , , and . Use the vertex method to find the maximum value of and the values of and at which it occurs.2 marks
- A school canteen mixes kg of ingredient X and kg of ingredient Y in each batch. The cost is pence, which is to be minimised, subject to (energy), (protein), (tank capacity), and .Show that the lines and meet at , and find the value of there.2 marks
- A potter makes mugs and bowls each day. The clay available gives and the kiln time available gives , with and . The profit is pounds, which is to be maximised.Show that the lines and meet at , and find the value of there.3 marks
Written by the Exaim team, led by Shaun Daswani (Head of Upper Secondary, Improve ME Institute; MSc Financial Mathematics, Imperial College London; BSc, UCL) and Jason Daswani (operational lead, Improve ME Institute; LSE).