display – Cursor jumps when crossing boundary between multiple monitors – it works fine near the top of the screen but gets progressively worse near the bottom

I just got a new monitor and am experiencing a strange issue – the cursor will jump a different amount of pixels when switching monitors, depending on the height of the cursor. Like this:

1

There’s a specific pixel height near the top where it crosses perfectly, but the gap gets wider the further from this height the cursor gets. That includes going above this height.

Rearranging the display settings is obviously no good – I can get the wallpapers to match up just fine, the problem is the cursor.

virus – Return adresses’ processor’s system stack, exceptions’ processor’s system stack and in-method(procedure or function) jumps diapason system stack

virus – Return adresses’ processor’s system stack, exceptions’ processor’s system stack and in-method(procedure or function) jumps diapason system stack – Information Security Stack Exchange

physics – How do i code double jumps to character controller on unity?

heres my script. i just started coding like 3 days ago so idk much.


public class playermovement : MonoBehaviour
{    Vector3 velocity;
    public float gravity = -9.81f;
    public CharacterController controller;
    public Transform groundCheck;
    public float groundDistance = 0f;
    public LayerMask groundMask;
    bool isGrounded;
    public float jumpHeight = 3f;
   
   
    // Update is called once per frame
    void Update()
    {
        velocity.y += gravity * Time.deltaTime;
        controller.Move(velocity * Time.deltaTime);

        isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
        if (isGrounded && velocity.y < 0)
        {

            velocity.y = -2f;
        }
        if (Input.GetButtonDown("Jump") && isGrounded)
        {
            velocity.y = Mathf.Sqrt(jumpHeight * -2 * gravity);

        }


       

    }
}

❕NEWS – Cardano (ADA) Price Jumps 7% Post-Grayscale Addition, 71% Circulation Supply Staked | Proxies-free

Cardano (ADA), the fifth-largest cryptocurrency by market capitalization, has had a 7 percent increase in price in the last 24 hours, owing to Grayscale’s inclusion of it in their renowned Digital Large Cap Fund with the third-largest allocation. At the time of writing, the price of ADA was trading at $1.40, up from a daily low of $1.29..

Cardano is currently in a critical transition phase as it moves closer to smart contract integration, which is set to launch in August. The Alonzo smart contract hard fork is currently in its final stages, putting the blockchain in direct competition with Ethereum, Solana, and Polkadot…

 

unity – ScollRect Jumps while Filling

I have a UI panel with a scollrect inside, which I fill dynamically. It can only be moved vertically.

When filling this scollrect, the content jumps up and down for one frame, creating a weird look. When I check for the VerticalNormalizedPosition of the scrollrect after each added GameObject, it always tells me, the position is 1. When I check for the position in an Update method, it sometimes gives me a small rounding error. Instead of 1 it’s somewhere between 0.9999995 and 0.9999998. The height of the content holder is less trhan 2000 units, whereas the jumps seems to be more than 2000*0.9999998.

enter image description here
enter image description here

I tried to set the VerticalNormalizedPosition of the scrollrect to 1 every frame which didn’t help. It also didn’t help setting it after every newly added GameObject. Locking vertical scrolling also didn’ help.

Is this soley a rounding error and I can’t do anything about it, or is there a way to stop this jump from happening?

Here you can see the jump happening in 0.05 speed

sharepoint online – Context menu jumps

When right clicking on documents in SharePoint Online to reveal the context menu, the menu jumps for some reason which results in clicking on the wrong options. For example, if you want to click Download, the jump causes you to accidently click on Delete as shown in the video in the link below:

View post on imgur.com

Is it possible to stop this from happening?

Using fully updated Windows 10 and Edge.

rhel7 – Sudden system time jumps on VM

for the second day in a row the system time on a VM I’m in charge of jumped forward by exactly 90026 seconds. In the afternoon or evening, not connectable to any cron maintenance job which typically run 3-5 am.

I don’t know where to begin looking. /var/log/messages just says “systemd: Time has been changed”, and ntpd of course quits because it’s too scared to correct such a large deviation.

Any idea how to find out which process might be at fault?

unity – First object jumps on re-entry of second colliding object

The scenario is that I have two objects – Object A and Object B. The Object A is lying on the ground and when Object B enters the collider of Object A, the Object A moves (only X and Z axis) with Object B. The movement works well with the script shown below.

The issue is that most of the time, the Object A’s initially position shifts by few meters whenever Object B enters its collider. I feel it is related to offset position. What should happen is that, Object A should be the same position when Object B enters the collider and move along with Object B only when Object B moves.

So how do I fix this?

private Vector3 offsetPosition;

public Transform ObjectB;

public bool ObjectB_Collision = false;

void Start () {
        offsetPosition = ObjectB.transform.position - this.transform.position;
    }

    void ObjectB_HasEntered() {
        offsetPosition = ObjectB.transform.position - this.transform.position;
    }


    // Update is called once per frame
    void LateUpdate () {

        if (ObjectB_Collision == true) {
            this.transform.position = new Vector3 (ObjectB.transform.position.x, this.transform.position.y, ObjectB.transform.position.z) - new Vector3 (offsetPosition.x, 0, offsetPosition.z);
        }

    }

public void OnTriggerEnter (Collider col) {
        if (!enabled) return;

        if (col.gameObject.name == "Object_B") {
            ObjectB_HasEntered();
            ObjectB_Collision = true;
        }
    }


public void OnTriggerExit (Collider col) {
        if (!enabled) return;

       if (col.gameObject.name == "Object_B") {
            ObjectB_Collision = false;

        }
    }
```

unity – Scollview Jumps while Filling

I have a UI panel with a scollview inside, which I fill dynamically. It can only be moved vertically.

When filling this scollview, the content jumps up and down for one frame, creating a weird look. When I check for the VerticalNormalizedPosition of the scrollrect after each added GameObject, it always tells me, the position is 1. When I check for the position in an Update method, it sometimes gives me a small rounding error. Instead of 1 it’s somewhere between 0.9999995 and 0.9999998. The height of the content holder is less trhan 2000 units, whereas the jumps seems to be more than 2000*0.9999998.

enter image description here
enter image description here

I tried to set the VerticalNormalizedPosition of the scrollrect to 1 every frame which didn’t help. It also didn’t help setting it after every newly added GameObject. Locking vertical scrolling also didn’ help.

Is this soley a rounding error and I can’t do anything about it, or is there a way to stop this jump from happening?

DreamProxies - Cheapest USA Elite Private Proxies 100 Cheapest USA Private Proxies Buy 200 Cheap USA Private Proxies 400 Best Private Proxies Cheap 1000 USA Private Proxies 2000 USA Private Proxies 5000 Cheap USA Private Proxies ExtraProxies.com - Buy Cheap Private Proxies Buy 50 Private Proxies Buy 100 Private Proxies Buy 200 Private Proxies Buy 500 Private Proxies Buy 1000 Private Proxies Buy 2000 Private Proxies Proxies123.com