Inequalities: Chapter Review
A rapid review before the test: the chapter's vocabulary and notation, every formula with the conditions to use it, the standard problem types step by step, and the traps that cost points.
Vocabulary and notation
- Inequality
- A comparison of two quantities that need not be equal, using , , , or in place of an equals sign.
- Strict and inclusive
- and are strict and exclude the boundary value; and are inclusive and admit it. That one bar is the whole difference.
- Solution set
- Every value making the inequality true. For a linear inequality it is almost always a whole range, infinitely many numbers, so it is drawn or written as an interval, not listed. The one exception is an empty solution set, where nothing works.
- Half-plane
- One of the two pieces a line cuts the plane into. The line itself is the border between them, called the boundary.
- Constraint
- One hard limit of an optimization problem, written as a linear inequality. and are constraints too, whenever the variables count real things.
- Objective function
- The single linear quantity being pushed as high or as low as it will go, such as a profit to maximize or a cost to minimize.
- Level line
- The line on which the objective holds the one value . All level lines of an objective are parallel, so changing slides the line without turning it.
- Feasible region
- The overlap of every constraint's half-plane, the points satisfying all of them at once. It may be a bounded polygon (one fitting inside some box), an unbounded region running off forever, or empty.
- Vertex (corner)
- A point of the feasible region where two boundary lines cross.
Formulas and theorems
-
The four symbols
less than; greater than; at most; at least.
Use when The symbol opens toward the larger amount and points at the smaller. Only and let the two sides be equal.
-
Turning an inequality end for end
Use when Swap the sides AND reverse the symbol; the meaning is untouched. All four symbols. This is how you move a variable to the left.
e.g. says the same thing as .
-
Adding or subtracting keeps the direction
Use when Any real . Addition and subtraction NEVER reverse the symbol, not even when is negative or the result is negative.
-
Multiplying or dividing by a positive keeps the direction
Use when strictly. is barred: it collapses both sides to and destroys the comparison.
-
Multiplying or dividing by a negative reverses the direction
Use when strictly, and its sign must be KNOWN: multiplying by an expression of unknown sign, such as or , is not allowed at all, because neither direction can be justified. The reversal happens once, at that step only.
e.g. times gives .
-
Transitivity
Use when Both comparisons must point the same way. It holds with throughout, and mixing one with one still gives the strict .
e.g. and give .
-
Endpoint conventions, in all three pictures
Strict (, ): open circle, parenthesis, dashed boundary. Inclusive (, ): filled circle, bracket, solid boundary.
Use when Read it off the FINAL symbol after solving, not the one you started with. Infinity is not a number, so and always take a parenthesis.
e.g. is ; is .
-
Which way a number line shades
A "greater" relation (, ) shades right, toward the larger numbers; a "less" relation (, ) shades left.
Use when Get the variable alone on the left first, so rewrite as before drawing. Switching strict to inclusive never moves the shading, it only closes the circle.
e.g. : filled circle on , shaded right, the interval .
-
Compound inequalities: and versus or
An "and" compound is the intersection, one band between the bounds. An "or" compound is the union of two separate solution sets, joined with .
Use when In both symbols must point the same way with the smaller bound on the left; describes nothing at all.
e.g. or is .
-
When the variable cancels
A true leftover means all real numbers, . A false leftover means no solution, an empty solution set.
Use when Applies only when EVERY copy of the variable cancels, leaving no variable behind. Those two are the only outcomes, and each is a complete answer.
e.g. collapses to , which is false, so there is no solution.
-
Boundary of a two-variable inequality
Replace the symbol with : that line is the boundary, and the solutions are exactly one of the two half-planes it separates, never a mix of both, together with the boundary line itself when the symbol is inclusive.
Use when Any linear inequality in and . A missing variable is no special case: gives a vertical boundary and a horizontal one, method unchanged.
-
Test-point rule
Substitute any point NOT on the boundary into the original inequality. True: shade that point's side. False: shade the other.
Use when The origin is easiest, unless the boundary runs through it, when or serves. One substitution settles the whole side, since every point of a side gives the same verdict.
e.g. at gives , true, so shade the origin's side.
-
Corner-point principle
A linear objective attains its maximum and its minimum at a vertex of the feasible region. If a level line runs parallel to an edge, every point of that edge is optimal, so the corners at its ends tie.
Use when and not both zero. A nonempty, bounded, closed region (every constraint inclusive, or , so the boundary belongs) GUARANTEES both extremes exist. A strict constraint costs you that guarantee only at its own open edge: an optimum landing there is approached and never reached, while one sitting anywhere else is still attained. On an unbounded region the extreme in the direction it runs off need not exist, so report only the extremes that do exist.
Problem types, step by step
Translate a worded condition into an inequality
- Match the wording to the symbol: "at least" is , "at most" is , "more than" is , "less than" is .
- Put the variable on the left, swapping the sides and reversing the symbol if it arrived on the right.
e.g. A rider must be at least inches tall: .
Solve a one-variable linear inequality
- Distribute to clear parentheses, watching the sign on a negative multiplier.
- Collect variable terms on the side that leaves the coefficient positive and constants on the other, adding and subtracting only.
- Divide by the variable's coefficient, reversing the symbol only if that number is negative.
- Test one value inside the solution set and one outside, against the ORIGINAL inequality.
e.g. gives , then dividing by and flipping, .
Solve a compound inequality
- For an "and" compound, keep the variable in the middle and apply every operation to all three parts at once.
- Dividing all three parts by a negative reverses BOTH symbols and swaps the ends, so rewrite with the smaller number on the left.
- For an "or" compound, solve each piece alone and take the union with ; write it as one interval whenever the pieces overlap or meet, and as when together they cover the line.
e.g. gives , then , the interval .
Graph a two-variable linear inequality
- Replace the symbol with and graph that boundary from its intercepts or its slope and -intercept.
- Draw the line dashed for or , solid for or .
- Substitute an off-line test point into the original inequality.
- Shade that point's side if the statement is true, the other side if it is false.
e.g. : dashed boundary, and gives , false, so shade above.
Decide whether a point is a solution
- Substitute both coordinates and evaluate each side.
- True puts the point in the shaded region; false puts it outside.
- Sides coming out equal means the point sits on the boundary, where it counts only if the boundary is solid.
e.g. in : , and is false, so it is not a solution.
Graph a system and find its feasible region
- Graph each inequality's boundary in its own dashed or solid style, shading each half-plane by its own test point.
- Keep only the part every half-plane shares: that overlap is the feasible region.
- Confirm with one interior point, checked against every inequality of the system.
e.g. , , overlap in the triangle with corners , , .
Maximize or minimize with the corner-point method
- Graph the feasible region, including and when the variables count real things.
- List every vertex, each found by solving the two boundary lines crossing there as a system, never by reading the grid; discard any crossing point that fails one of the other constraints, since it is not a corner of the region.
- Evaluate at every vertex on the list.
- Take the largest value for a maximum or the smallest for a minimum, and name the point achieving it.
e.g. at , , , gives , , , : maximum at .
Set up an optimization word problem
- Name one variable per quantity being chosen, saying what each counts.
- Turn each limited resource into an inequality, amount used amount available, and each requirement into a .
- Add and , then write the objective from the per-unit values.
- Run the corner-point method and answer in a sentence with units.
e.g. Chairs , tables : , , .
Exam traps
-
Trap Forgetting to reverse the symbol after dividing by a negative, turning into .
Fix The divisor is negative, so the direction reverses: . It hides well: the bound comes out right and only the direction is wrong.
-
Trap Flipping for the wrong reason: a negative sits somewhere in the problem, you subtracted, or the answer came out negative.
Fix Only the sign of the number you scale BOTH sides by matters. Solving gives with no flip, because the divisor is positive.
-
Trap Solving something like for without flipping, then shading the wrong half-plane.
Fix Dividing by reverses the symbol to , which moves the shading to the other side. Testing a point in the ORIGINAL inequality avoids the trap entirely.
-
Trap Shading a two-variable inequality straight from its symbol, reading as "greater, so shade above".
Fix That reflex is only safe once the inequality is solved for , and solving reverses it here: gives , so the solutions lie BELOW the boundary. Testing gives , false, which settles the side without the reflex.
-
Trap Treating an empty solution set as the number zero, or writing "" something when the variable cancels.
Fix No solution means nothing satisfies the inequality, which is not the value ; a true leftover means every value does. Neither outcome is a single number.
-
Trap Reading as a point in the plane when it is an interval, or the other way round.
Fix The notations are identical, so the surrounding words decide: an interval is a set of numbers on one axis, a coordinate pair one location in the plane.
-
Trap Shading a system's union instead of its overlap, keeping every point that satisfies at least one inequality.
Fix The feasible region is the intersection: a point belongs only if it satisfies every inequality of the system at once.
-
Trap Leaving the inside corner, where two slanted constraints cross, off the vertex list.
Fix That corner often wins, being the point where both limits are used up completely. Every corner goes on the list before you compare values.