ChartGenerator createNewChart(final GUIState simulation) {
    generator = createNewGenerator();
    globalAttributes = new GlobalAttributes();
    generator.addGlobalAttribute(globalAttributes); // it'll be added last

    // set up the simulation -- need a new name other than guiObjects: and it should be
    // a HashMap rather than a Bag.
    if (simulation.guiObjects == null) simulation.guiObjects = new Bag();
    simulation.guiObjects.add(generator);
    final JFrame f = generator.createFrame(simulation);
    WindowListener wl =
        new WindowListener() {
          public void windowActivated(WindowEvent e) {}

          public void windowClosed(WindowEvent e) {}

          public void windowClosing(WindowEvent e) {
            generator.quit();
          }

          public void windowDeactivated(WindowEvent e) {}

          public void windowDeiconified(WindowEvent e) {}

          public void windowIconified(WindowEvent e) {}

          public void windowOpened(WindowEvent e) {}
        };
    f.addWindowListener(wl);
    f.setVisible(true);

    return generator;
  }
  public void init(Controller c) {
    super.init(c);

    // Make the Display2D.  We'll have it display stuff later.
    display = new Display2D(500, 500, this, 1); // at 400x400, we've got 4x4 per array position
    displayFrame = display.createFrame();
    c.registerFrame(displayFrame); // register the frame so it appears in the "Display" list
    displayFrame.setVisible(true);

    // attach the portrayals from bottom to top
    display.attach(foodPortrayal, "Food");
    display.attach(agentPortrayal, "Agents");
    displayFrame.setTitle("Agents");
    // specify the backdrop color  -- what gets painted behind the displays
    display.setBackdrop(Color.yellow);
    // Make the Display2D.  We'll have it display stuff later.
    display2 = new Display2D(400, 400, this, 1); // at 400x400, we've got 4x4 per array position
    displayFrame2 = display2.createFrame();
    displayFrame2.setTitle("Statistic");
    c.registerFrame(displayFrame2); // register the frame so it appears in the "Display" list
    displayFrame2.setVisible(false);
    // specify the backdrop color  -- what gets painted behind the displays
    display2.setBackdrop(Color.GRAY);
    // attach the portrayals from bottom to top
    display2.attach(summaryPortrayal, "Summary");
  }
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  public void quit() {
    super.quit();
    display = null;

    if (displayFrame != null) {
      JFrame f = displayFrame;
      displayFrame = null;
      f.dispose();
    }
  }
  // this method is called when the user close the java window
  public void quit() {
    super.quit();

    // disposing the displayFrame automatically calls quit() on the display,
    // so we don't need to do so ourselves here.
    if (displayFrame != null) {
      displayFrame.dispose();
      displayFrame2.dispose();
    }
    // displayFrame = null;  // let gc
    // displayFrame2=null;
    // display = null;       // let gc
    // display2=null;
  }
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  public void init(final Controller c) {
    super.init(c);

    // make the displayer
    display =
        new Display2D(448, 560, this) {
          public void createConsoleMenu() {}

          public void quit() {
            super.quit();
            ((SimpleController) c).doClose();
          }
        };

    display.setBackdrop(Color.black);

    displayFrame = display.createFrame();
    displayFrame.setTitle("MASON Pac Man");
    c.registerFrame(displayFrame); // register the frame so it appears in the "Display" list
    displayFrame.setVisible(true);

    // Notice the order: first the background, then the dots, then the agents, then the overlay
    display.attach(mazePortrayal, "Maze");
    // display.attach( background, "Background");
    display.attach(dotPortrayal, "Dots", 8, 8, true);
    display.attach(agentPortrayal, "Agents", 8, 8, true);
    display.attach(new Overlay(this), "Overlay");

    // Some stuff to make this feel less like MASON
    // delete the header
    display.remove(display.header);
    // delete all listeners
    display.removeListeners();
    // delete the scroll bars
    display.display.setVerticalScrollBarPolicy(display.display.VERTICAL_SCROLLBAR_NEVER);
    display.display.setHorizontalScrollBarPolicy(display.display.HORIZONTAL_SCROLLBAR_NEVER);
    // when we close the window, the application quits
    displayFrame.setDefaultCloseOperation(javax.swing.JFrame.DISPOSE_ON_CLOSE);
    // can't resize
    displayFrame.setResizable(false);
    // add antialiasing and interpolation
    display.insideDisplay.setupHints(true, false, false);

    // the window won't be the right size now -- modify it.
    displayFrame.pack();

    // Now we add in the listeners we want
    addListeners(display);
  }
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  /** Creates key listeners which issue requests to the simulation. */
  public void addListeners(final Display2D display) {
    final PacMan pacman = (PacMan) state;
    final SimpleController cont = (SimpleController) controller;

    // Make us able to take focus -- this is by default true usually anyway
    display.setFocusable(true);

    // Make us request focus whenever our window comes up
    displayFrame.addWindowListener(
        new WindowAdapter() {
          public void windowActivated(WindowEvent e) {
            display.requestFocusInWindow();
          }
        });

    // the display frame has just been set visible so we need to request focus once
    display.requestFocusInWindow();

    display.addKeyListener(
        new KeyAdapter() {
          public void keyPressed(KeyEvent e) {
            int c = e.getKeyCode();
            switch (c) {
              case KeyEvent.VK_UP:
                pacman.actions[0] = Pac.N;
                break;
              case KeyEvent.VK_DOWN:
                pacman.actions[0] = Pac.S;
                break;
              case KeyEvent.VK_LEFT:
                pacman.actions[0] = Pac.W;
                break;
              case KeyEvent.VK_RIGHT:
                pacman.actions[0] = Pac.E;
                break;
              case KeyEvent.VK_W:
                pacman.actions[1] = Pac.N;
                break;
              case KeyEvent.VK_S:
                pacman.actions[1] = Pac.S;
                break;
              case KeyEvent.VK_A:
                pacman.actions[1] = Pac.W;
                break;
              case KeyEvent.VK_D:
                pacman.actions[1] = Pac.E;
                break;
              case KeyEvent
                  .VK_R: // Reset the board.  Easiest way: stop and play, which calls start()
                cont.pressStop();
                cont.pressPlay();
                break;
              case KeyEvent.VK_P: // Pause or unpause the game
                cont.pressPause();
                break;
              case KeyEvent.VK_M: // Call forth MASON's new simulation window
                if (cont.getPlayState() != cont.PS_PAUSED) // pause it!
                cont.pressPause();
                cont.doNew();

                // the MASON window belongs to our frame, so Java stupidly doesn't send
                // us a window activated event when the MASON window is closed and our
                // frame comes to the fore again.  So we have to manually do request
                // focus again here.
                display.requestFocusInWindow();
                break;
              default:
                // do nothing
                break;
            }
          }
        });
  }