我试图通过运行以下命令从PowerShell调用存储过程。存储过程的名称是sp_sample(驻留在ssms中)。但是我无法在powershell中看到代码的任何输出,也没有触发过程。有人可以纠正它。
$SqlConnection = New-Object System.Data.SqlClient.SqlConnection
$SqlConnection.ConnectionString = "Server=LABVM-
40\RTC;Database=testDB;Integrated Security=True"
$SqlCmd = New-Object System.Data.SqlClient.SqlCommand
$SqlCmd.CommandText ="sp_sample"
$SqlCmd.Connection = $SqlConnection
$sqlConnection.Open()
$Result = $SqlCmd.ExecuteNonQuery()
$sqlConnection.Close()
PS:我对powershell没有任何了解,我从互联网上选择了上述代码。
答案 0 :(得分:4)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Parabola : MonoBehaviour {
public GameObject linePrefab, pointV;
public float offset, amp, speed;
public int freq;
public float directrixLength;
public int resolution;
private Vector3 mouse, prev;
private Vector3 directrix;
private Vector3 focusPoint, directrixPointMid, directrixPointL, directrixPointR;
private Vector3 focalLine;
private Vector3 p;
private List<List<Vector3>> pointsR = new List<List<Vector3>>();
private List<LineRenderer> lines = new List<LineRenderer>();
public Renderer render;
void Start ()
{
render.material.SetInt("_Length", resolution);
render.material.SetVectorArray("_Points", new Vector4[resolution]);
prev = mouse;
int i = 0;
while(i <= freq)
{
GameObject g = Instantiate(linePrefab);
g.transform.SetParent(transform);
g.transform.localPosition = Vector3.zero;
LineRenderer line = g.GetComponent<LineRenderer>();
line.positionCount = resolution;
lines.Add(line);
List<Vector3> lR = new List<Vector3>();
pointsR.Add(lR);
i++;
}
}
void FixedUpdate ()
{
if(Input.GetMouseButton(0))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if(Physics.Raycast(ray, out hit, Mathf.Infinity, 1<<LayerMask.NameToLayer("Plane")))
{
mouse = new Vector3(hit.point.x,0,hit.point.z);
StopCoroutine(CalculateParabola(mouse));
StartCoroutine(CalculateParabola(mouse));
transform.position = mouse;
transform.forward = -focalLine;
}
}
}
IEnumerator CalculateParabola(Vector3 v)
{
while(prev != v)
{
focalLine = prev - v;
//calculate a parabola for each n in frequency, make it go wider the higher n is
for(int n=0; h<=freq; n++)
{
pointsR[n] = new List<Vector3>();
float s = Vector3.Distance(prev.normalized,v.normalized)*speed;
for(float i = -directrixLength/2; i<=(directrixLength+1)/2; i+=directrixLength/resolution)
{
p.x = pointV.transform.localPosition.x+(i*(freq-n+Time.fixedDeltaTime*s));
p.z = ((amp*(freq-n))*(Time.fixedDeltaTime*s))*-Mathf.Pow(p.x,2)+(1+offset*n);
pointsR[n].Add(p);
}
lines[h].SetPositions(pointsR[n].ToArray());
//attempt to translate the points to a shader, only for the first parabola for now
Vector4[] renderPoints = new Vector4[resolution];
for(int i=0; i<resolution; i++)
{
renderPoints[i] = transform.TransformPoint(pointsR[0][i]) - render.transform.position;
}
render.material.SetVectorArray("_Points", renderPoints);
}
yield return new WaitForSeconds(0.1f);
prev = v;
}
}
}