runAction Crashes!!!

I create an action, and when some event happen, I let a sprite to run this action, BUT it crashes.
After I review my code, I found if I let a node to run an action, and this node’s scene have already running, it will crashes.
But if I let a node to run an action which is not in a running scene, then I let its scene running by call CCDirector::replaceScene.
It won’t crashes.

I did a test in your HelloWorld project to prove this situation.
Create an action in HelloWorld::init(), like: m_pAction = CCMoveBy::actionWithDuration(1,ccp(200,0));
change HelloWorld::menuCloseCallback to:
void HelloWorld::menuCloseCallback(CCObject* pSender)
{
pLabel->runAction(pAction);//let pLabel to be data member of class HelloWorld
}

When you click X button, it will crashes.
But if you remove “pLabel->runAction(pAction)” to HelloWorld::init(), it won’t crash, and the label is moving to right.

Did actions can’t start after the scene begin running? If so that will be too bad!

BTW, crashes at method ccArrayAppendObject.

Modify your code like this:

  1. In function HelloWorld::init():


    m_pAction = CCMoveBy::actionWithDuration(1,ccp(200,0));
    m_pAction->retain();

  2. In destructors of HelloWorld:

    HelloWorld::~HelloWorld()
    {
    if (m_pAction)
    {
    m_pAction->release();
    }
    }

But I recommend that you had better use one action only once.
Because of once you run a action, the data of the action maybe wrong when you use it again.

Hope it’s helpful!