win32 game break down at CCSprite::setDisplayFrame

    int nSize;

    nSize = 23;
    SheetExplode = CCSpriteSheet::spriteSheetWithFile("Explode1.png" ,8);
    this->addChild(SheetExplode,0);


    spriteExplode = CCSprite::spriteWithTexture(SheetExplode->getTexture(),CGRectMake(0,0,23,23));
    SheetExplode->addChild(spriteExplode,1,5);


    spriteExplode->setPosition(posAt);
    spriteExplode->setIsVisible(true);



    CCAnimation *animation = CCAnimation::animationWithName("exp", 0.1f);
    for(int i=0;i<8;i++) {
        animation->addFrameWithTexture(SheetExplode->getTexture(), CGRectMake(i*nSize, 0, nSize, nSize) );
    }               

    CCAnimate* ac1 = CCAnimate::actionWithAnimation(animation);
    CCFiniteTimeAction*  ac = CCSequence::actions(ac1, CCHide::action(), NULL);

    spriteExplode->runAction(ac);

run and break down at

void CCSprite::setDisplayFrame(CCSpriteFrame *pNewFrame)
{
    m_obUnflippedOffsetPositionFromCenter = pNewFrame->getOffset();

fixed in issue #240
in test cases, it writes like:

    CCIntervalAction* ac1 = CCAnimate::actionWithAnimation(animation);
    CCFiniteTimeAction*  ac = CCSequence::actions(ac1, CCHide::action(), NULL);

so this havn’t happen in unit test