Linear Programming - TCE Mathematics Applications (Tasmania)
“Formulate and solve linear programming problems graphically to optimise an objective function.”
You must translate a worded problem into decision variables, an objective function, and a set of linear inequality constraints, then graph the feasible region and test its corner points to find the maximum or minimum.
What this dot point is asking
Linear programming (LP) is a method for making the best decision when resources are limited. Every LP problem has the same skeleton: things you control (variables), a quantity to optimise (objective), and limits you cannot break (constraints).
Decision variables: the unknown quantities you choose, often and . Objective function: a linear expression such as to be maximised or minimised. Constraints: linear inequalities such as that limit the variables.
Formulating the problem
Read the problem and define and precisely, including units. Each resource limit becomes one inequality. Almost every LP problem also includes the non-negativity constraints and , because you cannot make a negative number of items.
A phrase like "at most 40 hours" means ; "at least 10 units" means ; "no more than" means ; "a minimum of" means . Translate each sentence into one inequality before drawing anything.
Graphing the feasible region
Each inequality defines a half-plane. Graph its boundary line (treat the inequality as an equation), then shade the side that satisfies it. Test a point such as : if it makes the inequality true, shade that side. The feasible region is where all the shaded half-planes overlap; every point in it satisfies every constraint at once.
For a linear objective over a polygonal feasible region, the maximum and minimum always occur at a vertex (corner) of the region. You only ever need to test the corners.
Solving by corner points
Find the coordinates of each corner (vertex), often by solving the two boundary lines that meet there simultaneously. Substitute each corner into the objective function and compare the values.
A workshop makes tables and chairs subject to limited cutting and finishing hours. We formulate the constraints, find the corners of the feasible region, and test each corner to identify the production mix that maximises profit.
Let be the number of tables and the number of chairs produced. The objective to maximise is .
Step 1: Write the constraints
Each resource limit becomes one inequality. Tables need 2 cutting hours, chairs need 1 cutting hour, and there are 40 hours of cutting available:
Each table and each chair both use 1 finishing hour, and there are 30 finishing hours available:
Because negative production is impossible, we also require and .
Step 2: Find the corner points
The corner where each constraint boundary meets an axis is found by setting the other variable to zero. On the -axis (), the cutting constraint gives , so : corner . On the -axis (), the finishing constraint gives : corner . The origin is always a corner for non-negativity problems.
To find where the two boundary lines intersect, subtract from :
Substituting back into gives . The interior corner is .
Step 3: Evaluate the objective at each corner
The corner-point principle guarantees the maximum lies at one of these vertices, so we test all four:
| Corner | |
|---|---|
Step 4: State the optimal solution
The largest value of is , occurring at .
Final answer: Maximum profit is , achieved by producing 10 tables and 20 chairs.
The sliding-line method
An alternative is to draw the objective line for any convenient value of , then slide it parallel to itself in the direction of increasing . The last corner it touches before leaving the feasible region is the optimum. This gives the same answer as testing corners and is a good visual check.
For the workshop above, . Draw the line for a trial value, say , which passes through and .
Slide outward
Move the line parallel to itself away from the origin (increasing ). The feasible region is the polygon with corners , , and .
Read the last corner touched
As the line slides out, the last vertex it meets before leaving the region is , giving .
This matches the corner-point answer of , confirming 10 tables and 20 chairs is optimal.
Two classic errors: leaving out , which can let a corner fall in negative territory, and shading the wrong half-plane. Always test a clear point such as against each inequality, and make sure your final region satisfies every constraint at once.
Finding the corner coordinates
The arithmetic that trips students up is finding where two boundary lines cross. Treat each binding constraint as an equation and solve the pair simultaneously, usually by elimination. For example, and subtract to give , and back-substitution gives . Corners on an axis are easier: set or in the relevant boundary line. List every corner before testing, because missing one can cause you to miss the true optimum.
Maximisation versus minimisation
The corner-point method works the same way whether you maximise or minimise; only the selection rule changes. For a maximum, pick the corner giving the largest objective value; for a minimum, pick the smallest. Cost problems are usually minimisations with "at least" () constraints, which open the feasible region upward, while profit problems are usually maximisations with "at most" () constraints that close it off. Read whether the question wants the most or the least before you choose your corner.
When you report an answer, give both the optimal variable values and the optimal objective value, and check that integer answers make sense if the items must be whole (you cannot sell half a chair).
Exam-style questions
Questions in the style of TASC 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.
Practice7 marksA craftworker makes bowls () and platters (). Each bowl uses kg of clay and hours; each platter uses kg of clay and hours. There are kg of clay and hours available. Profit is per bowl and per platter. a) Write the constraints. b) The corners of the feasible region are , , and . Find the production that maximises profit and state that profit.Show worked answer →
a) (3 marks) Clay: . Time: (that is ). Plus , .
b) (4 marks) Test each corner in :
. . . .
The maximum profit is , made by producing bowls and platters. Markers reward both correct constraints, testing every corner, and stating both the optimal point and the optimal profit.
Practice5 marksA feasible region is bounded by , , and . The cost to minimise is . a) State which corner you would test first and why. b) The corners are , and . Find the minimum cost.Show worked answer →
a) (1 mark) Because the objective is a linear cost over a polygonal feasible region, the minimum must occur at a vertex, so test the corners rather than interior points.
b) (4 marks) Evaluate at each corner:
. . .
The minimum cost is at . Markers expect every corner tested and the smallest value selected, with the optimal point stated alongside the cost.