This page assumes you have seen none of the notation in the parent note. We build every letter, arrow, and squiggle from the ground up, in an order where each one leans only on the ones before it. Nothing is used before it is drawn.
Before any equation, we need a way to name several unknowns at once.
Picture two dials on a machine. Turning dial 1 sets x1; turning dial 2 sets x2. The subscript is the sticker on the dial.
Why the topic needs it. A real problem ("how many chairs x1 and tables x2 to build?") has many quantities to decide. Subscripts let us talk about all of them with one letter and a number.
Look at the figure: the horizontal line is the x1-axis, the vertical line is the x2-axis. The dot at (3,2) means "3 steps right, 2 steps up". Every possible choice of "how many chairs, how many tables" is one dot somewhere on this map.
Why the topic needs it. A decision (make 3 chairs, 2 tables) is exactly one point. Searching for the best decision means searching this map.
In the figure that region is shaded: only the top-right quarter is allowed.
In the figure the line x1+x2=4 is drawn in magenta; the kept side (x1+x2≤4) is shaded. A point like (1,1) gives 1+1=2≤4 ✓ (inside). A point like (3,3) gives 3+3=6, which is more than 4, so it is outside.
Why "linear"? Every constraint here is a straight line, never a curve. "Linear" literally means line-shaped. Straight fences are what make the whole method work — a curved fence would ruin the corner trick.
Look at the shape in the figure: two slanted fences plus the two axes cut out a many-sided flat shape. That shape is called a convex polytope (in 2D, a polygon).
Why the topic needs it. Every valid decision is a point in this region. The whole search happens inside this shape, and — the punchline — the best answer will sit at one of its corners. See Convex Sets and Polytopes for why convex shapes have this friendly property.
The figure shows the feasible region with dashed lines of equal height (points where z is the same value). These are level sets. As you slide the dashed line in the "uphill" direction (arrow), the last point of the region it touches is a corner — here (4,0) with z=12. See Gradient and Level Sets for the geometry of that uphill arrow.
The simplex machine wants equalities, not ≤. Here is the trick.
Why the topic needs it. Equations can be solved by the tidy row-reducing machinery of Gaussian Elimination. Inequalities cannot be "solved" the same way — so we convert them and let each corner correspond to setting some variables to 0.