Index: lldb/trunk/source/Plugins/LanguageRuntime/RenderScript/RenderScriptRuntime/RenderScriptRuntime.cpp =================================================================== --- lldb/trunk/source/Plugins/LanguageRuntime/RenderScript/RenderScriptRuntime/RenderScriptRuntime.cpp +++ lldb/trunk/source/Plugins/LanguageRuntime/RenderScript/RenderScriptRuntime/RenderScriptRuntime.cpp @@ -182,7 +182,7 @@ empirical_type array_size; // Number of items in array, only needed for strucrs ConstString type_name; // Name of type, only needed for structs - static const ConstString FallbackStructName; // Print this as the type name of a struct Element + static const ConstString &GetFallbackStructName(); // Print this as the type name of a struct Element // If we can't resolve the actual struct name }; @@ -250,7 +250,13 @@ } }; -const ConstString RenderScriptRuntime::Element::FallbackStructName("struct"); + +const ConstString & +RenderScriptRuntime::Element::GetFallbackStructName() +{ + static const ConstString FallbackStructName("struct"); + return FallbackStructName; +} unsigned int RenderScriptRuntime::AllocationDetails::ID = 1; @@ -1629,7 +1635,7 @@ if (!elem.type_name.IsEmpty()) // Name already set return; else - elem.type_name = Element::FallbackStructName; // Default type name if we don't succeed + elem.type_name = Element::GetFallbackStructName(); // Default type name if we don't succeed // Find all the global variables from the script rs modules VariableList variable_list; @@ -2428,7 +2434,7 @@ { strm.Printf("\n(%u, %u, %u) = ", x, y, z); if ((type == Element::RS_TYPE_NONE) && (alloc->element.children.size() > 0) && - (alloc->element.type_name != Element::FallbackStructName)) + (alloc->element.type_name != Element::GetFallbackStructName())) { // Here we are dumping an Element of struct type. // This is done using expression evaluation with the name of the struct type and pointer to element.