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[Bug 752098] Re: In a dual monitor setup with different resolutions, Unity places windows in the "dead zone"


** Description changed:

+ Test Case:
+ 0) Install unity 3.8.14 and restart your session
+ 1) Have a dual monitor setup
+ 2) Ensure right monitor is primary (ugly)
+ 3) open firefox and place on left edge of left monitor
+ 4) restart firefox
+ Result: firefox should not end up squished into the left side of the
+ screen.
  I have a 15.4" laptop that I connect to a 24" Dell monitor when I'm at
  work. The laptop has a screen resolution of 1280 x 800, the 24" monitor
  is 1920 x 1080.
  Because the laptop sits lower than the monitor, and because of both the
  resolution and physical size differences, a virtual "dead zone" appears
  above my laptop.
  The mouse can be moved into this dead zone, and when I initiate
  "workspace switcher" it looks like attached image [1]. You can clearly
  see there is a black "dead zone" below the large monitor to the right,
  and a huge dead zone above the laptop screen on the left.
  This is a problem in itself, because the mouse can be "lost" in the dead
  zone and not easily found unless the user knows where to look.
  But the main issue is that Compiz sees this "dead zone" as a fairly
  enticing place to stick windows (obviously because it reckons there is
  nothing there)  - so whenever I start a new application (in this case a
  Terminal window), it spawns in the dead zone, and I can't see it. Unless
  I open up workspace switcher and "pull" it down into the visible area.
  Attached image [2].
  Attached image [3] shows the setup I have, with the virtual dead zone
  highlighted with orange post it notes.
  As a side effect of this bug, activating the Unity launcher by using the
  corner hot-spot becomes almost impossible due to the corner technically
  not existing anymore - it exists vertically, but the horizontal "roof"
  of the BFB is no longer physically there, so I'm constantly overshooting
  the hot corner. It's particularly frustrating because the launcher
  "peeks" out at you when you get close, but I can't actually get it to
  stay out because I am over shooting all the time. It's almost as if
  Unity is teasing me.
  Other operating systems (like Windows) do this "dead zone" thing too,
  except that they a) don't allow the mouse to move into the dead zone and
  b) don't spawn applications in the dead zone.
  A quick fix would be to change the Compiz "Place Window" plugin settings
  to have applications spawn under the cursor, but this still doesn't fix
  the fundamental issue and wouldn't prevent the mouse from moving into
  the area.
  This brainstorm idea from 12 months ago highlights the issue some more:

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  In a dual monitor setup with different resolutions, Unity places
  windows in the "dead zone"