UncommentatedPannen's (pannenkoek2012) newest video describes a glitch in the Nintendo 64 game Super Mario 64, which allows an object to push Mario out of bounds, which isn't normally possible, by utilizing a stale/dangling pointer in Mario's structure that normally points the the floor Mario is currently above.
Pannen uses the term 'stale', but I think it could also be considered dangling, although I think neither completely describe how Mario and this pointer are behaving.
Definitions taken from their wikipedia articles:
Stale Pointer
If several pointers address (are "aliases for") a given chunk of storage, it may happen that the storage is freed or reallocated (and thus moved) through one alias and then referenced through another
Dangling Pointer
Dangling pointers arise during object destruction, when an object that has an incoming reference is deleted or deallocated, without modifying the value of the pointer, so that the pointer still points to the memory location of the deallocated memory. The system may reallocate the previously freed memory, and if the program then dereferences the (now) dangling pointer, unpredictable behavior may result, as the memory may now contain completely different data.
It isn't strictly a stale pointer because both floors are neither freed or reallocated, instead another object's (Mario's) "floor" pointer fails to update, allowing Mario to move according to the game physics while interacting with one floor as if it were a different floor.
It isn't strictly a dangling pointer because it is still guaranteed to point to a valid floor triangle that is still allocated. The problem behaviour arises because it is pointing to the wrong floor triangle, a previous floor triangle.