Linear
Programming: Introduction
In "real life", linear programming is part of a very important area of mathematics called "optimization techniques". This field of study (or at least the applied results of it) are used every day in the organization and allocation of resources. These "real life" systems can have dozens or hundreds of variables, or more. In algebra, though, you'll only work with the simple (and graphable) two-variable linear case.
The general process for solving linear-programming exercises is to graph the inequalities (called the "constraints") to form a walled-off area on the x,y-plane (called the "feasibility region"). Then you figure out the coordinates of the corners of this feasibility region (that is, you find the intersection points of the various pairs of lines), and test these corner points in the formula (called the "optimization equation") for which you're trying to find the highest or lowest value.
- Find the maximal and minimal value of z = 3x + 4y subject to the following constraints:
My first step is to solve each inequality for the more-easily graphed equivalent forms:
y
= –( 1/2 )x
+ 7y
= 3x
|
y
= –( 1/2 )x
+ 7y
= x
– 2
|
y
= 3x
y = x – 2 |
–( 1/2
)x
+ 7 = 3x–x
+ 14 = 6x14
= 7x
2 = x
y
= 3(2) = 6
|
–( 1/2
)x
+ 7 = x
– 2
–x + 14 = 2x – 4 18 = 3x 6 = x
y
= (6) – 2 = 4
|
3x
= x
– 2
2x = –2x = –1
y
= 3(–1) = –3
|
corner point at
(2, 6)
|
corner point at (6,
4)
|
corner pt. at (–1,
–3)
|
Somebody really smart proved that, for linear systems like this, the maximum and minimum values of the optimization equation will always be on the corners of the feasibility region. So, to find the solution to this exercise, I only need to plug these three points into "z = 3x + 4y".
- (2, 6): z
= 3(2) + 4(6) = 6 + 24 = 30
(6, 4): z = 3(6) + 4(4) = 18 + 16 = 34
(–1, –3): z = 3(–1) + 4(–3) = –3 – 12 = –15
and the minimum of z = –15 occurs at (–1, –3).
HERE A VIDEO EXPLANATION:
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