+
+/* ******************************** File ************************************ */
+typedef struct simdata_file *simdata_file_t;
+
+typedef struct msg_file {
+ char *name; /**< @brief file name */
+ simdata_file_t simdata; /**< @brief simulator data */
+ void *data; /**< @brief user data */
+} s_msg_file_t;
+
+/** @brief File datatype.
+ @ingroup msg_file_management
+
+ You should consider this as an opaque object.
+ */
+typedef struct msg_file *msg_file_t;
+
+typedef s_file_stat_t s_msg_stat_t, *msg_stat_t;
+
+
+/*************** Begin GPU ***************/
+typedef struct simdata_gpu_task *simdata_gpu_task_t;
+
+typedef struct m_gpu_task {
+ char *name; /**< @brief task name if any */
+ simdata_gpu_task_t simdata; /**< @brief simulator data */
+#ifdef HAVE_TRACING
+ long long int counter; /* task unique identifier for instrumentation */
+ char *category; /* task category for instrumentation */
+#endif
+} s_m_gpu_task_t;
+
+/** @brief GPU task datatype.
+ @ingroup m_task_management
+
+ A <em>task</em> may then be defined by a <em>computing
+ amount</em>, a <em>dispatch latency</em> and a <em>collect latency</em>.
+ \see m_task_management
+*/
+typedef struct m_gpu_task *m_gpu_task_t;
+/*************** End GPU ***************/
+
+/**
+ * \brief @brief Communication action.
+ * \ingroup msg_task_usage
+ *
+ * Object representing an ongoing communication between processes. Such beast is usually obtained by using #MSG_task_isend, #MSG_task_irecv or friends.
+ */
+typedef struct msg_comm *msg_comm_t;
+