What happens if I cast the Command spell and command a creature to “Sleep”?

I came across this post about casting the Suggestion spell and telling the creature to "sleep". I wanted to know if there was any official ruling for what would happen if you cast Command on someone and tell them to "sleep".

There seem to be people that think it makes the target fall asleep… But from my understanding of it, the target would just lie down for 6 seconds, try their hardest to fall asleep, and that’s it.

Since it takes the average person 7 minutes to fall asleep, they’d still be wide awake after you use the Command spell on them. Correct?

Can the Command spell be used to force someone to drink poison?

The Command spell does the following:

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no Effect if the target is Undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Can the Command spell be used in combat to force a foe to drink poison?

Presumably, the caster would hold out a vial of poison when giving the order.

Command Undead (spell) vs Control Undead

So, I have started playing a necromancer for the first time and have come across the following two spells.

Command undead and Control Undead.

Now, command undead is a second level spell, has day/level duration, and no HD limit. But targets 1 creature, and requires a charisma check to influence them.

Control undead, has a 2HD/level limit, but can affect multiple creatures, however only for minutes instead of days. The major upside I can see here is the multiple targets and easier time controlling intelligent undead.

Overall, command undead seems like a much more useful spell. While Control undead is a 7th level spell, and I cant see the justification for such a high level spell.

Is there something that I am missing or is control undead just a really lackluster spell compared to command undead?

Does Command Undead last past an undead’s death and raising?

If an undead creature fails its save against the Necromancy wizard feature Command Undead, and then dies and is raised or rejuvenated (eg a lich coming back from their phylactery) are they still affected by Command Undead? If so, do they have to still be undead (eg could Command Undead followed by killing them and casting a high-level resurrection spell give you control of a living creature)?

Could a necromancer command an undead to act as it did in life?

It’s already mentioned in the 5e monster manual that skeletons uncontrolled will do things they would often do in life.

Independent skeletons temporarily or permanently free of a master’s control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves.

Would a necromancer be able to, more or less, tap into that and perhaps make a skeleton that acts in the way it would have normally in life? And is the same true for other undead?

I know it’d be difficult for the undead in question, as they may not know how they acted in life, but if the way they acted was disclosed to them, could they act in that way? And supposing that the necromancer dies, would they continue to act in such a way with the original order?

Access to Interpolation expression of Mathematica’s Interpolate command

To reproduce fits which have been done in the framework of a standard, I was reviewing the Interpolation engine of Mathematica (for InterpolationOrder -> 3) to get more information about the mechanics Mathematica is using for Interpolation.

Currently there is limited control especially for the "Hermite" Interpolation method to control the way the Splines are fitted. My interpretation is that with the "Hermite" setting the default parameter boundaries are resulting in natural Splines, whereas the PeriodicInterpolation->True setting enforces periodic boundary conditions. However there are many more methods to Spline Interpolation of 3rd order like Not-a-Knot spline or Quadratic Spline boundary conditions (see Link) Taking a simple interpolation example in Mathematica as:

data = {{0, 21}, {1, 24}, {2, 24}, {3, 18}, {4, 16}}; intf1=Interpolation[data, Method -> "Spline"]; intf2=Interpolation[data, Method -> "Hermite"]; 

I was wondering how the underlying interpolation expressions generated by the Interpolation routine could be accessed.

InputForm[intf1[[4, 1]]]  Out[1]/InputForm=  BSplineFunction[1, {{0., 4.}}, {3}, {False}, {{21., 22.61111111111111, 30.166666666666664,  13.055555555555554, 16.}, {}}, {{0., 0., 0., 0., 2., 4., 4., 4., 4.}}, {0}, MachinePrecision, "Unevaluated"] 

yields at least a BSpline function description, but intf2 hides it’s Hermite Spline implementation from the user

InputForm[intf2]  Out[2]/InputForm=  InterpolatingFunction[{{0, 4}}, {5, 3, 0, {5}, {4}, 0, 0, 0, 0, Automatic, {}, {}, False}, {{0, 1, 2, 3, 4}}, {{21}, {24}, {24}, {18}, {16}}, {Automatic}] 

Does anyone know how to get more information about the parameters resulting from Hermite Spline interpolation of order 3 in Mathematica?

In D&D 5e, do most wands no longer require command words?

In the section on magic items in the DMG, under Activating a Magic Item, it states:

Activating some magic items requires a user to do something in particular, such as holding the item and uttering a command word, reading the item if it is a scroll, or drinking it if it is a potion. The description of each item category or individual item details how an item is activated.

Further down, under Spells in the same section, it states:

Some magic items allow the user to cast a spell from the item, often by expending charges from it. The spell is cast at the lowest possible spell and caster level, doesn’t expend any of the user’s spell slots, and requires no components [emphasis mine] unless the item’s description says otherwise.

Note this emphasized text does not say material components, just components. That would suggest verbal and somatic components as well as material.

The general description of wands says nothing about command words, either:

A magic wand is about 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other material.

Further, some wand descriptions specifically mention a command word. For example, the wand of enemy detection says:

This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word [emphasis mine]. For the next minute, you know the direction of the nearest creature hostile to you . . .

So going by the tenet that in 5e, the specific overrides the general, all this would suggest wands no longer need a command word to function, unless otherwise stated. But this seems like a really strange change to make from previous editions, and I’ve scoured both the rest of the rules and the web to see if I missed something.