Trackpad’s accessibility setting Enable Dragging gets randomly tuned off

I enable System Preferences → Accessibility Mouse & Trackpad → Trackpad Options… Enable dragging. However, it gets unchecked (disabled) on its own. It happens after a few hours, as I face this issue at least once a day.

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Does anyone know the cause or the solution? I’m using 13″ 2015 MacBook Pro running macOS Mojave 10.14.5. Nothing else is installed that can muddle the Trackpad settings.

How can I isolate data when dragging a field onto an InfoPath form from a User Information List Data Connection?

I managed to create a Data Connection in InfoPath with hopes to retrieve the current user’s information, display name, etc. However, when ever I drag the desired field over on to the InfoPath form, it creates a Repeating Section which includes all entries for that field. How do I isolate the information to be just for the current user?

Alternatives to dragging formula down?

I’m having trouble applying the following formulas to entire columns in Google Sheets. I think that an array is the best option because there are 5000+ rows, but any help is appreciated. I’m really stuck.

  1. =(IF (K2<>"", K2, IF(Q2<>"", Q2, IF(T2<>"", T2, IF (W2<>"", W2, W2)))))

    I tried: =ARRAYFORMULA(IF (K2<>"", K2, IF(Q2<>"", Q2, IF(T2<>"", T2, IF (W2<>"", W2, W2)))))

  2. =(IF(A2=A1,C1+1,1))

    I tried: =ArrayFormula(IF(A2=A1,C1+1,1))

  3. =if(C2="2019-January", "NEW")

  4. =VLOOKUP(E2, $ AA$ 2:$ AA$ 13,1, false)

Frame independent camera dragging

I am trying to implement camera dragging functionality and smooth camera sliding that happens when player releases mouse button. My code works, but the problem is that I can’t figure it out how to make it frame independent. At 60fps it works great but at unlocked frame rate camera does not move at all.

private MouseInput mouse;         private Vector2 mouseDelta;         private Vector2 lastMousePosition;         private bool enableMouseDragging;         private void UpdateMouse(GameTime gameTime)         {             if (mouse.IsDown(MouseButton.Middle) && !enableMouseDragging)                 enableMouseDragging = true;             else if (!mouse.IsDown(MouseButton.Middle) && enableMouseDragging)                 enableMouseDragging = false;              if (enableMouseDragging)             {                 var delta = lastMousePosition - mouse.Position;                 Position += delta;                  if (delta != Vector2.Zero)                     mouseDelta = delta;             }             else             {                 if (mouseDelta != Vector2.Zero)                 {                     Debug.WriteLine(mouseDelta);                     Position += mouseDelta * (float)gameTime.TotalGameTime.TotalSeconds;                     mouseDelta = Vector2.LerpPrecise(mouseDelta, new Vector2(0f, 0f), 0.08f * (float)gameTime.TotalGameTime.TotalSeconds);                 }             }              lastMousePosition = mouse.Position;         } 

Changing from x-y to x-z dimensions for dragging using the shift key- Input Latency problem

As a part of my project, I have developed a sphere that a user can move utilizing a mouse. Since dragging in Unity can only be done taking into account two dimensions at a time, I developed a mechanism to to change dragging on the x-y plane to dragging on the x-z plane, vice-versa. However, the program is definitely not user friendly, as it is difficult to control an object in 3D space when dragging on a 2D plane (IE: x-y plane or x-z plane). This matter is only made worse by the fact that there exists a severe input latency problem. Not every shift press to change planes seems to register, and often I must press shift multiple times just to change planes.

I have tried changing the location of the call to OnMouseDrag() to different places in the update() method. This did not work.

using System.Collections; using System.Collections.Generic; using System.IO; using UnityEngine;  [RequireComponent(typeof(MeshCollider))]  public class UserController : MonoBehaviour {   bool shiftOn = false;  void OnMouseDrag() {      if (Input.GetMouseButton(0))     {         if (shiftOn)         {             //3D Drag, courtesy of Unity Forums             float distance_to_screen = Camera.main.WorldToScreenPoint(gameObject.transform.position).z;             transform.position = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, distance_to_screen));         }          else         {             //Plane Drag             float distance_to_screen = Camera.main.WorldToScreenPoint(gameObject.transform.position).z;             Vector3 pos_move = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, distance_to_screen));             transform.position = new Vector3(pos_move.x, transform.position.y, pos_move.z);         }        }  }  void changeShift() {     shiftOn = !shiftOn; }  // Update is called once per frame void Update() {      if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))     {         changeShift();     }     OnMouseDrag();    }    } 

The input latency still exists. Shift calls often do not register, and I have to press it multiple times. I lose control of the sphere pretty easily while trying to switch dimensions.

How do I get rid of this input latency? Is there a better way of handling this? Is there a manner in which you can drag objects in 3D space with a mouse while controlling all three dimensions at once?

All responses are appreciated.

Thank you very much for reading, and I look forward to your suggestions.