Form 5 · Chapter 7
Linear Programming, SPM Additional Mathematics Form 5
Linear Programming is Chapter 7 of Form 5 Add Math, the chapter where a word problem becomes mathematics on graph paper. You translate a real situation into linear inequalities, shade the region that satisfies every constraint at once, then use the objective function to read the maximum or minimum, a largest profit, a lowest cost, a best quantity, straight off a corner of that region.
What this chapter is
Linear Programming is the chapter of Add Math most openly about decision-making. Given a situation with limited resources, money, time, materials, space, and a quantity you want to make as large or as small as possible, it gives you a systematic way to find the best possible choice.
In SPM Additional Mathematics the whole method is carried out graphically: you draw the constraints on a set of axes, shade the region of choices that are actually allowed, and then read the optimum answer off that region.
This is the seventh chapter of Form 5, and it sits in the applied, problem-solving side of the course. It is built from just two content standards taken straight from the KSSM DSKP: Linear Programming Model and Application of Linear Programming.
The first teaches you to turn words into a mathematical model, a set of linear inequalities drawn on a graph. The second teaches you to use that model to solve the real question: find the maximum or minimum value of an objective function.
The workflow of the chapter is short and repeatable. First you decide what the two unknowns are and name them and .
Then you read the problem line by line, turning every condition, "at least", "at most", "not more than twice as many", into a linear inequality. You draw the boundary line of each inequality, decide which side to keep, and shade the region that satisfies all of them together.
Finally you form the objective function and find the corner of the region where it reaches its best value.
Linear Programming is unusual in two ways, and both are worth knowing from the start. First, the SPM formula list supplies you with nothing for this chapter, every inequality and the objective function are things you build yourself from the words of the question.
Second, it is the one chapter that regularly asks for a clean, accurately scaled graph, so a sharp pencil, a ruler and a sensible scale matter as much as the algebra.
Our teachers enjoy teaching Linear Programming because it rewards careful reading rather than heavy computation. There is no long formula to memorise and no calculator gymnastics, just a disciplined translation from English into inequalities, a tidy graph, and a clear-headed check of the corners.
Students who slow down at the reading stage and speed up at the drawing stage tend to score very well here, which makes it a satisfying chapter to end the Form 5 syllabus with.
Content standards
Linear Programming is organised into two content standards. These codes and titles come directly from the DSKP, and seeing them helps you tell the two halves of the chapter apart, building the model, then using it.
| Code | Standard | What you learn |
|---|---|---|
| 7.1 | Linear Programming Model | Form a mathematical model for a situation based on the constraints given, and represent that model graphically: define the two variables, write each condition as a linear inequality (including and ), draw the boundary lines, and shade the feasible region that satisfies every constraint at once. |
| 7.2 | Application of Linear Programming | Solve problems involving linear programming graphically: form the objective function , use the feasible region to find the optimum (maximum or minimum) value at a vertex, by sliding the objective line or by testing each corner, and interpret the result in context, often as whole numbers. |
The two standards are a pair, meant to be read in order. Standard 7.1 is the translation and drawing stage, it produces a shaded region but does not yet answer anything.
Standard 7.2 is where the region earns its keep: you lay the objective function over it and extract the single best decision. A question almost always tests both together, so a shaky model in 7.1 quietly caps the marks you can reach in 7.2.
Key ideas
Two decision variables carry the whole problem. Every question hides two quantities you are free to choose, the number of tables and chairs to make, the litres of two drinks to mix, the hours spent on two tasks.
Name them and at the very start and write down exactly what each one stands for. Everything else in the chapter is built on top of these two letters, so define them clearly before anything else.
Every condition becomes a linear inequality. The core skill is translation.
"At least" and "not less than" give ; "at most" and "not more than" give ; "more than" and "fewer than" give strict or . Comparisons need care: "there are at least twice as many as " becomes , not .
Read each sentence slowly and turn it into exactly one inequality.
Quantities cannot be negative. Because and usually count real things, almost every problem carries the silent constraints and .
Forgetting them leaves your region open on the left or below and can send the optimum to an impossible negative answer, so write them in even when the question does not spell them out.
Draw each boundary as a line, then choose a side. Turn every inequality into its boundary line by replacing the inequality sign with , and draw it.
Use a solid line for or (the boundary is included) and a dashed line for strict or (the boundary is excluded). To decide which side to keep, substitute a test point, the origin is easiest when the line does not pass through it, and see whether the inequality is true there.
The feasible region is where all the constraints overlap. The region that satisfies every inequality at the same time is the intersection of all the chosen sides.
Shade it clearly and label it ; this convex polygon is the set of every allowed decision. Decide once whether you are shading the region you keep or shading out the region you reject, then be consistent, an unlabelled or half-shaded graph is where many marks quietly leak away.
The objective function is the quantity you optimise. The thing the question actually wants, profit, cost, total number, time, is written as , a linear expression in your two variables.
You are asked to make as large as possible (maximise) or as small as possible (minimise) while staying inside . Forming this function correctly is half of Standard 7.2.
The optimum always sits at a corner. Because both the region and the objective are linear, the largest and smallest values of are found at the vertices of .
Two reliable methods reach them. In the moving-line method you draw the line for a convenient trial and slide it parallel, keeping its gradient , until it last touches ; that final contact point is the optimum.
In the testing-vertices method you find the coordinates of every corner and simply evaluate at each, then pick the best.
Answers are often whole numbers. When and count indivisible things, people, chairs, complete trips, the optimum must be a point in with integer coordinates.
If the corner is not a whole-number point, search the nearby lattice points that still lie inside the region and choose the best of those, rather than reporting a fractional "half a chair" answer.
No formula is supplied for this chapter
Linear Programming is not represented anywhere in the list of formulae given in the SPM exam. Every inequality, the objective function and the whole graphical method are things you build and remember yourself, which is exactly why translating the words correctly is the skill that carries the chapter.
How it is examined
Linear Programming appears in the written papers. Paper 1 (3472/1) lasts 2 hours and carries 80 marks: Section A has 12 questions worth 64 marks that you answer all of, and Section B has 3 questions worth 16 marks from which you answer 2.
Paper 2 (3472/2) lasts 2 hours 30 minutes and carries 100 marks across Section A (7 questions, 50 marks, answer all), Section B (4 questions, 30 marks, answer 3) and Section C (4 questions, 20 marks, answer 2).
Because linear programming asks you to draw an accurate graph, shade a region and read an optimum from it, the chapter sits naturally among the longer, applied items of Paper 2, where a single question can carry a whole modelling task from wording to answer. The items across both papers are limited-response subjective and structured questions, they are marked with analytic scoring, and you sit them with a non-programmable scientific calculator.
Overall the papers are balanced across difficulty in a low-to-medium-to-high ratio of 5 : 3 : 2, so expect a straightforward set-up before the question turns to the sharper optimisation. We do not predict how many marks any single chapter carries, because that varies from year to year.
Analytic scoring means your method earns marks step by step, so make the working visible: state the two variables, list each inequality, draw and label the boundary lines and the region , write the objective function, and show either the sliding line or the value of at each vertex. Our lessons are taught in English while SPM papers are set bilingually in Malay and English, so you will meet the key terms, constraint, feasible region, objective function, maximum, minimum, in both languages and can recognise the task however a question is phrased.
Exam tip
Choose your scale before you draw. A scale that spreads the feasible region across most of the grid makes the corners easy to read and the sliding line easy to place; a cramped scale hides the very vertex that holds the answer.
Label every line with its equation and mark clearly, an examiner awarding analytic marks needs to see the model, not guess it.
Common mistakes
Most marks lost in Linear Programming come from the translation and the graph rather than from any hard mathematics. Each slip below is easy to avoid once you can name it, so read them before every practice set until checking for them is automatic.
- Choosing the wrong inequality direction. "At least" is and "at most" is , mixing them flips the region and the answer. Underline the comparison words in each sentence and decide the sign deliberately before writing anything down.
- Mistranslating a comparison between the variables. "Twice as many as " means , and " is at least twice " means , not . Test your inequality with a simple pair of numbers to confirm it says what the sentence says.
- Shading the wrong side, or shading inconsistently. Decide once whether you keep the region that satisfies the inequalities or shade out the region you reject, then apply that convention to every line. Always test a point such as the origin instead of guessing which side to keep.
- Using a solid line for a strict inequality. A or boundary is drawn solid because it is included; a strict or boundary is drawn dashed because it is not. Getting this wrong can wrongly include or exclude the very corner that gives the optimum.
- Forgetting and . When the variables count real quantities they cannot be negative, so the region must be confined to the first quadrant. Leaving these out opens the region and can produce an impossible negative optimum.
- Reading the optimum off the wrong point. The best value lies at a vertex of , so test every corner (or slide the objective line to its last contact) rather than eyeballing a point in the middle, and when the answer must be whole numbers, check the nearest lattice points inside the region.
None of these is about talent, each is a small habit of careful reading and tidy drawing. Students who score well in this chapter are simply the deliberate ones: comparison words underlined, inequalities checked with a test pair, a consistent shading convention, solid and dashed lines used correctly, and every corner examined before the answer is written.
Treat each slip as feedback, and your accuracy climbs fast.
How to study this chapter
Linear Programming rewards a steady routine, define the variables, translate each condition, draw and shade the region, then optimise at a corner. Work through the steps below, then use the resources that follow to revise and test yourself.
Keep your sessions short and frequent rather than one long push, and always work on graph paper so the drawing becomes second nature. The two skills that decide your marks, turning words into inequalities and reading the optimum off a vertex, are built by repetition, so a couple of full modelling questions a day beat an occasional marathon.
When translation feels automatic, spend your extra time on clean, accurately scaled graphs.
- 1
Drill the translation of words into inequalities
Take short conditions, "at least", "at most", "twice as many as", "no more than half", and turn each into a single inequality, checking it with a test pair of numbers until the wording never fools you.
- 2
Practise drawing and shading the feasible region
For a full set of constraints, draw each boundary line (solid or dashed), test a point to choose the side, and shade the region with one clear, consistent convention.
- 3
Master both optimisation methods
On the same region, find the optimum twice, once by sliding the objective line to its last contact point, and once by testing the value of at every vertex, so you can pick whichever is quicker in the exam.
- 4
Handle whole-number answers with care
When and must be integers, learn to search the lattice points nearest the optimal corner that still lie inside the region, and to justify the whole-number answer you choose.
- 5
Do full Paper 2-style questions under time
Tackle complete modelling questions on graph paper, from wording to final decision, with a clock running, then review the worked examples afterwards to tighten your method and your scale choices.
- Linear Programming, Revision Notes
- Linear Programming, Common Mistakes
- Linear Programming, Practice Questions
- Linear Programming, Paper 2 Answering Guide
- Linear Programming, Key Terms
- Linear Programming, Worked Examples (Easy)
- Linear Programming, Worked Examples (Medium)
- Linear Programming, Worked Examples (KBAT)
Get 1-to-1 help.
Book a Trial ClassFrequently asked questions
How do I turn a word problem into inequalities?
Start by naming the two quantities you can choose as and , and write down exactly what each stands for. Then read the problem one condition at a time.
Phrases like "at least" and "not less than" become ; "at most" and "not more than" become . Comparisons need care, "at least twice as many as " is .
Finally add the non-negative constraints and , which almost every real problem needs even when it does not say so.
Which side of each line do I shade?
Draw the boundary line by turning the inequality into an equation, then substitute a test point to decide which side satisfies the inequality. The origin is easiest whenever the line does not pass through it: if the inequality is true at the origin, keep the side containing the origin.
The feasible region is where the kept sides of all the constraints overlap. Decide once whether you shade the region you keep or shade out the region you reject, and stay consistent.
How do I know where the maximum or minimum is?
Because everything is linear, the optimum always sits at a vertex (corner) of the feasible region. You can find it two ways.
The moving-line method: draw the objective line for a trial value of and slide it parallel, its gradient stays , until it last touches the region. The testing-vertices method: find the coordinates of every corner and evaluate at each, then choose the largest for a maximum or the smallest for a minimum.
Do I need graph paper and a calculator for this chapter?
Graph paper is essential, this is the one Add Math chapter that regularly asks for an accurately drawn and scaled graph, so bring a ruler and a sharp pencil and choose a scale that spreads the region across the grid. A non-programmable scientific calculator is allowed in the SPM papers and helps with the arithmetic at the corners, but the marks here come from a correct model and a clear graph rather than from heavy calculation.
Source:SRC-DSKP-ENSRC-FORMAT