Schooling · Class 12 · Mathematics · Linear Programming · Chapter on a page

CBSE Class 12 · Mathematics · NCERT Mathematics Part-II

Linear Programming: chapter on a page

A cut of Shishya's notes for this chapter: the first paragraph of the introduction and the key ideas, formulas and facts, common mistakes and quick revision lists, word for word. Nothing is added or reworded; the worked examples are left out (they are on the chapter page).

About the notes: Written by Shishya's AI on 27 Sept 2026 from the chapter's title and class level, in Shishya's own words — not a copy or summary of the textbook. Read the official chapter for the book's own text, activities and exercises.

Fact-checked on 21 Oct 2026: an AI-assisted check of this note against cited sources; the errors it found were corrected that day. Some errors may remain.

Mind map

Drawn from the same notes by a fixed rule (no AI): each label is the item's own words — its bold term, its label before a colon, a short formula as written, or its first words.

Mind map of Linear Programming: Key ideas, Formulas and facts, Worked examples, Watch out forKey ideasObjective functionDecision variablesConstraintsNon-negativity restrictionsFeasible regionCorner-point (vertex) methodBounded vs unbounded feasible regionFormulas and factsGeneral form of objective functionStandard constraintsFundamental theorem (corner-point)Unbounded region ruleGraphical solution stepsWorked examplesMaximising profit in a small workshopMinimising cost of a dietRecognising an unbounded optimumWatch out forShading the wrong side of a…Forgetting non-negativity restrictionsEvaluating Z at points that lie…Assuming an optimum always existsGiving fractional answers when…Linear Programming
The mind map as a list
  • Key ideas
    • Objective function
    • Decision variables
    • Constraints
    • Non-negativity restrictions
    • Feasible region
    • Corner-point (vertex) method
    • Bounded vs unbounded feasible region
  • Formulas and facts
    • General form of objective function
    • Standard constraints
    • Fundamental theorem (corner-point)
    • Unbounded region rule
    • Graphical solution steps
  • Worked examples
    • Maximising profit in a small workshop
    • Minimising cost of a diet
    • Recognising an unbounded optimum
  • Watch out for
    • Shading the wrong side of a…
    • Forgetting non-negativity restrictions
    • Evaluating Z at points that lie…
    • Assuming an optimum always exists
    • Giving fractional answers when…

What this chapter is about

Linear programming is a mathematical method for finding the best possible outcome—maximum profit, minimum cost, or optimal resource use—when you face several restrictions at once. The word "linear" means all relationships involved are straight-line equations or inequalities; "programming" here means planning, not computer code.

Key ideas

  • Objective function: A linear expression Z = ax + by (or with more variables) that you want to maximise or minimise.
  • Decision variables: The unknowns (usually x and y) whose values you must choose; they typically represent quantities like number of items or amounts of resources.
  • Constraints: Linear inequalities (and sometimes equations) that the decision variables must satisfy, arising from limits such as budget, time, raw material, or capacity.
  • Non-negativity restrictions: Almost always x ≥ 0 and y ≥ 0, because negative quantities of goods or time make no practical sense.
  • Feasible region: The set of all points (x, y) that satisfy every constraint simultaneously; on a graph it appears as a polygon (or unbounded region).
  • Corner-point (vertex) method: The optimal value of a linear objective over a bounded convex polygon always occurs at one of the vertices; check Z at each corner to find the best.
  • Bounded vs unbounded feasible region: When the region extends to infinity in some direction, a maximum or minimum may not exist; you must examine whether Z can grow (or shrink) without limit.

Formulas and facts to remember

  • Item: General form of objective function · Statement: Z = c₁x₁ + c₂x₂ + … + cₙxₙ (linear in decision variables)
  • Item: Standard constraints · Statement: a₁x + b₁y ≤ k₁, a₂x + b₂y ≥ k₂, etc., where a, b, k are constants
  • Item: Fundamental theorem (corner-point) · Statement: If the feasible region is non-empty and bounded, Z attains its optimal value at a vertex of the region
  • Item: Unbounded region rule · Statement: If feasible region is unbounded, check whether Z can increase (or decrease) without limit; if not, the optimum still occurs at a corner
  • Item: Graphical solution steps · Statement: (1) Plot each constraint as a line, shade the correct half-plane, (2) identify the common region, (3) list vertices, (4) evaluate Z at each vertex, (5) pick the best

Common mistakes

  • Shading the wrong side of a constraint line → substitute a test point (often the origin) to check which half-plane satisfies the inequality.
  • Forgetting non-negativity restrictions → always include x ≥ 0, y ≥ 0 when quantities cannot be negative.
  • Evaluating Z at points that lie outside the feasible region → verify every candidate vertex satisfies all constraints before using it.
  • Assuming an optimum always exists → in an unbounded region, first check whether Z can grow (or shrink) indefinitely.
  • Giving fractional answers when whole-number solutions are needed → re-examine integer lattice points near the optimal corner.

Quick revision

  • Objective function = what you optimise; constraints = limits you must respect.
  • Feasible region = intersection of all half-planes defined by constraints.
  • Optimal value of a linear objective on a bounded polygon occurs at a vertex.
  • Always test Z at every corner; compare to find max or min.
  • If the region is unbounded, verify whether a finite optimum exists before concluding.