TOPIC 01 · GRAPHICAL METHOD

Linear Programming

Turn constraints into a picture. Find the best feasible solution, then move a slider to see what changes.

1. Define your problem

Choose an objective and up to eight constraints. Coefficients may be negative or decimal.

Z =

Turn this off to allow negative values for both variables.

Constraint 1
x +y
Constraint 2
x +y
Constraint 3
x +y

2. Explore the graph

-0.4-0.40.680.681.761.762.842.843.923.9255Optimalxy
Feasible regionOptimal pointC1C2C3

The graph shows a finite window. Shading at its edge may continue beyond the view. Equality constraints can produce a line or a single point. The solver uses the constraints, independent of the view.

3. Read the answer

Maximum Z = 10

At x = 2 and y = 2.

Feasible corner points
xyZ = 3x + 2y
2210
139
206
036
000
How the graphical method works
  1. Draw each constraint boundary and keep the side satisfying its inequality.
  2. Intersect these regions to find feasible points.
  3. Evaluate the objective at feasible corners and check whether it can improve indefinitely.
  4. A finite optimum lies at a corner when corners exist. A parallel objective can give an entire optimal edge.

Calculations use floating-point arithmetic and a numerical tolerance. Extremely ill-conditioned problems may require a specialist solver.