Chapter 5 Linear Programming
Chapter 5 Linear Programming
Inequality Signs
(Read left to right)
a<b a is less than b
a≤b a is less than or equal to b
a>b a is less than b
a≥b a is less than or equal to b
Rules on Inequalities
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𝑎 ≤𝑏 ⟺ 𝑎−𝑐 ≤𝑏−𝑐 or 𝑎 ≥ 𝑏 ⟺ 𝑎 − 𝑐 ≥ 𝑏 − 𝑐.
3. Multiplying each side of an inequality by the same positive quantity
gives an equivalent inequality.
If 𝑐 > 0, then 𝑎 ≤ 𝑏 ⟺ 𝑎𝑐 ≤ 𝑏𝑐 or 𝑎 ≥ 𝑏 ⟺ 𝑎𝑐 ≥ 𝑏𝑐.
4. Multiplying each side of an inequality by the same negative quantity
reverses the direction of the inequality.
If 𝑐 < 0, then 𝑎 ≤ 𝑏 ⟺ 𝑎𝑐 ≥ 𝑏𝑐 or 𝑎 ≥ 𝑏 ⟺ 𝑎𝑐 ≤ 𝑏𝑐.
5. Taking reciprocals of each side of an inequality involving positive
quantities reverses the direction of the inequality.
1 1 1 1
If 𝑎 > 0 𝑎𝑛𝑑 𝑏 > 0 then 𝑎 ≤ 𝑏 ⟺ ≥ or 𝑎 ≥ 𝑏 ⟺ ≤ .
𝑎 𝑏 𝑎 𝑏
Example 1.
Therefore, the solution set consists of all real numbers greater than -1.
That is the solution of the in equality is the interval (−1, ∞).
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Graphing a Linear Inequality in Two variables
Step 1: Change the inequality sign, <, >, ≤ 𝑜𝑟 ≥ to an equal sign (=).
Step 2: Draw the line that corresponds to the resulting equation in step 1.
If the inequality is strict < 𝑜𝑟 >, use a dashed line.
If the inequality is not strict ≤ 𝑜𝑟 ≥, use a solid line.
Step 3: Test a point.
Select a point in one half-plane and test to see whether it
satisfies the inequality. If it does, so do all the points in that
region (half-plane). If not, then none of the points in that half-
plane satisfy the inequality.
Repeat this step for the other half-plane.
Step 4: Shade. Shade the half plane that satisfies the inequality.
Note:
When we graph a line in the coordinate plane, we may use the
intercepts of the line. Using the equation we set x = 0 then solve for y and
set y = 0 then solve for x. The two points would determine the line.
The solution to a linear inequality includes all the points in one half of
the plane. We can tell which half by looking at the inequality sign:
Illustrative Examples
Y = 2x - 1 x y
Y = 2(0) -1 0 -1
0= 2x - 1 1/2 0
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b. Plot the points and draw the line. Since the inequality is not strict then a
solid line is used.
y
(1/2 , 0)
(0 , -1)
c. Test a point.
Given, y ≤ 2x-1, let (-1, 1) be a point on the upper half. Thus, 1 ≤ 2(-1) – 1.
Simplifying 1 ≤ – 3; which is not true. Then we could say that any point on
the upper half does not satisfy the inequality.
We may set (2, 1); 1 ≤ 2(2) – 1 giving us 1 ≤ 3; which is true. Therefore, all
points on the other half satisfy the inequality.
-1..5
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2. Graph the solution set of the inequality 2x + 3y ≥ 6
2x + 3y = 6 x y
2(0) + 3y = 6 0 2
2x + 3(0) = 6 3 0
0
X
-3 -2 -1-1 1 2 3 4 5
-2
-3
-4
-5
c. Test points.
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B. Linear programming and the Graphical Method
Problem formulation:
Problem formulation is the process of translating a verbal statement of a problem
into a mathematical statement. This mathematical statement is referred to as a
mathematical model.
1. Understand the problem. The proper definition of the decision variables is very essential
in the development. The decision variables are the controllable inputs of the problem.
2. Construct the Objective function. This is the goal of the problem, an instance of
maximizing or minimizing. We usually denote z as the objective function and it is the relation
of the decision variables. The linear function (equal sign) representing cost, profit, or some
other quantity to be maximized or minimized subject to the constraints.
3. Constraints are the limitations of the goal. They are written in terms of the decision
variables. They are usually stated in the story problem. An implicit restriction is that the
decision variables must be nonnegative values. The linear inequalities x ≥ 0 and y ≥ 0 are
non-negativity constraints. These are included because x and y are usually the number
of items produced and you cannot produce a negative number of items, the smallest
number of items you could produce is zero. These are not (usually) stated, they are
implied.
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Graphical LP solution
Illustrative Examples:
1. A small factory produces two types of souvenir wooden toys: genius dice
and animal puzzle blocks. In the manufacturing process two
departments are used: the fabrication and the assembly. The
accompanying table shows the length of time needed for each toy.
Animal Puzzle
Block
d. Intercepts
Equation Intercepts
2x + y = 16 (0, 16) ; (8,0)
2x + 3y = 24 (0, 8) ; (12,0)
2. Suppose a local shoemaker makes two types of shoes: sandal and boots.
Suppose each pair of sandals requires 8 hours of design and sewing work
and 4 hours of assembly and finishing. Each pair of boots requires 8 hours
of for design and sewing and 12 hours of assembly and finishing.
Furthermore, the total number of hours allocated for design and sewing
work is 160 and the total available hours for assembly and finishing work
is 180 hours. Finally, to ensure quality of the shoes, the pairs of shoes
produced must be less than or equal to 15. How many pairs of sandals and
how many pairs of boots can be made under these conditions? Suppose
the selling price on each pair of sandal is ₱1,500 and the selling price for
each pair of boots is ₱2,000. How many each of each type of shoes should
the manufacturer make to earn the greatest sales revenue?
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