Linear programming (SACE Stage 2 General Mathematics)
“Formulate linear programming problems with constraints and an objective function, identify the feasible region, and find the optimal solution at a vertex.”
Linear programming finds the best value of an objective (such as maximum profit) subject to linear constraints. You graph the constraints to find the feasible region, then test the objective at each corner (vertex). The optimum always occurs at a vertex of the feasible region.
Jump to a section
What this dot point is asking
You must translate a worded problem into inequalities and an objective function, graph the feasible region, and find the vertex that optimises the objective.
Setting up the problem
Define decision variables (often and for the number of each product). Then write:
- Constraints: linear inequalities from limits on resources (time, material, demand), plus and .
- Objective function: the quantity to maximise or minimise, such as .
The feasible region is the set of all points that satisfy every constraint at once. It is the overlap of all the shaded half-planes and is usually a polygon.
Graphing the feasible region
For each inequality, graph the boundary line (replace the inequality with ), then shade the side that satisfies it. The feasible region is where all shadings overlap.
For a linear objective function over a feasible region, the maximum and minimum each occur at a vertex (corner) of the region. You only need to test the corners, not every interior point.
A workshop makes tables () and chairs (). Each table needs 4 hours, each chair 2 hours, and there are 40 hours available: . Wood limits production to . Profit is . With , find the production that maximises profit and state the maximum profit.
Step 1: Identify the feasible region vertices from the axes
The non-negativity constraints and confine solutions to the first quadrant. We find the axis intercepts of each constraint to locate the corners that lie on the axes.
For : when , , giving the vertex . When , , but we also have the wood constraint.
For : when , , giving a candidate vertex .
The origin is always a vertex when both variables are non-negative.
Step 2: Find the interior vertex where the two constraints intersect
The corner-point principle tells us the optimal solution occurs at a vertex, and the most important vertex is usually where the two binding constraints cross. We solve the system and simultaneously.
From the second equation, express in terms of : . Substitute into the first:
The two constraints meet at .
Step 3: Evaluate the objective function at every vertex
Because the optimum of a linear objective over a polygon always occurs at a corner, we test at each vertex and compare:
- :
- :
- :
- :
Step 4: State the optimal solution in context
The largest value is at . This means making 6 tables and 8 chairs uses both constraints fully and generates the greatest profit.
Final answer: Maximum profit is , achieved by making 6 tables and 8 chairs.
Why the optimum is always at a vertex
The objective function has straight, parallel level lines - one for each value of . Increasing slides this line across the plane in a fixed direction. As it sweeps over the feasible region, the last point it touches before leaving is always a corner (or, in a tie, an entire edge). This is why you never need to test interior points: the extreme value of a linear objective over a polygon is reached at a vertex. Understanding this corner-point principle, rather than just applying it, is what examiners look for when they ask you to justify your method.
Finding the vertices
Each vertex is the intersection of two boundary lines, found by solving the corresponding pair of equations simultaneously. Some vertices lie on the axes (where or ) and are read off directly; the crucial interior vertex is where two sloping constraints cross, which you must solve for. List every vertex of the feasible region, evaluate the objective at each, and the best value is your answer. Missing the interior intersection is the most common way to get a wrong optimum.
Interpreting the solution
The optimal vertex gives the best combination. Always state the answer in context: how many of each item and the resulting objective value. Check the solution uses whole numbers if the items are indivisible.
"At most" or "no more than" means ; "at least" means . A resource limit is usually (you cannot use more than you have), while a minimum requirement is .
Integer solutions
Many linear-programming contexts involve indivisible items - you cannot make tables. When the optimal vertex has non-integer coordinates, the true answer is the best integer point inside the feasible region near that vertex, found by testing the nearby whole-number combinations that still satisfy every constraint. SACE problems are usually designed so the optimum lands on integers, but you should always confirm the solution is feasible and sensible in context, rounding toward the interior of the region rather than blindly to the nearest integer, which might violate a constraint.
Minimisation problems
Not every objective is a profit to maximise; some are costs to minimise. The method is identical - graph the feasible region and test the vertices - but you choose the corner giving the smallest objective value rather than the largest. For minimisation the feasible region is often unbounded above (for example, "use at least this much of each ingredient"), and the optimum sits at the lowest-cost corner of the bounded part. Reading whether the question asks to maximise or minimise, and selecting the corresponding vertex, is essential.
Do not test only the obvious axis intercepts. The optimum is frequently at the interior vertex where two constraint lines cross, like above. You must find that intersection by solving simultaneously and test it too, or you may miss the true maximum.
Exam-style questions
Questions in the style of SACE Board exam questions on this dot point, each with a worked answer. They are written by ExamExplained unless tagged "Past paper"; the year shows the paper a question is modelled on.
Practice5 marksCalculator-assumed. A workshop makes tables () and chairs (). Each table needs 4 hours and each chair 2 hours, with 40 hours available, so . Wood limits total items to . Profit is dollars. With , find the production that maximises profit and state the maximum profit.Show worked answer →
Find the feasible-region vertices. The constraint lines and meet where, substituting , , giving , so , .
The vertices are , , and . Test :
; ; ; .
The maximum profit is 340 dollars, making 6 tables and 8 chairs.
Marks: one for both constraints, two for the vertices including the intersection, one for testing the corners, one for the optimal answer in context.
Practice4 marksCalculator-assumed. A grower plants apple trees () and pear trees (). Land allows and labour allows . Each apple tree yields 50 dollars profit and each pear tree 40 dollars, so . Find the planting that maximises profit, with .Show worked answer →
The lines and meet where subtracting gives , then .
Vertices: , , , . Test :
; ; ; .
The maximum profit is 4600 dollars, planting 60 apple trees and 40 pear trees.
Marks: one for the constraints, one for the intersection vertex, one for testing corners, one for the answer.