(10 points) Problem 1 gives you practice creating and manipulating graphical objects.
(7 points) Write a program target1.py as described in Programming Exercise 2 on page 126 of the textbook (2nd edition page 118).
(3 points) Modify your program from part (a) above to make it interactive. Allow the user to specify the diameter of the outermost circle of the target. You may get this value from the user in a similar manner as the principal and apr were obtained in the futval_graph2.py program on page 105 of the textbook (2nd edition page 101). You will need to have the graphics window adjust its size to accommodate the archery target that will be created within it. Save your new program as target2.py.
Hint: You will ask the user for the diameter of the archery target. How is this related to the radius of the inner circle? The larger circles’ radii can be expressed as multiples of this value.
Submit your responses to Problem 1 as two separate modules (target1.py and target2.py).