Chapter 3 in the textbook introduced the basic ideas of linear programming through the graphical method. However, this method is limited to two decision variables. The simplex method overcomes this limitation but requires considerable effort by the student to understand. The purpose of these pages is to help in obtaining that understanding. To achieve this goal we follow an example from beginning to end.
The simplex method starts with the selection of one corner point (often the origin) from the feasible region. Then, in a systematic way, a neighboring corner point is found that improves the value of the objective function. We continue until an optimum solution is found or it is apparent that none exists. Here is our example. Write it down on a sheet of paper.
| Maximize z = | 4x1 | + | 3x2 | ||
| Subject to: | 2x1 | + | x2 | £ | 40 |
| x1 | + | x2 | £ | 30 | |
| x1 | £ | 15 | |||
| where | x1 | and | x2 | ³ | 0 |
This is a standard maximizing problem. All the decision variables must be nonnegative and the constraints "less than or equal to". The constants on the righthand side are not negative. Also note that this problem can be solved by the graphical method since there are but two decision variables. We will use the graphical method to give us insight into the simplex method. Below is the graph of the feasible region.

| Yields Þ |
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In the next lessons you will learn how to produce the basic feasible solutions from the system of linear equations in a straightforward manner. But first some questions.
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