GUI-based version of Othello will begin by asking users to make the same choices as in the previous project. You have some leeway in how you design the part of the GUI that asks these questions, but the input will need to be provided in a reasonable, convenient way in the GUI, not via the console; the look and feel is up to you, but try to provide something that would be convenient for a user.
How many rows are on the board, an even integer between 4 and 16 inclusive
How many columns are on the board, an even integer between 4 and 16 inclusive, which does not have to be the same as the number of rows
Which player — black or white — will move first
The arrangement of the four discs in the center of the grid at the beginning of the game — black in the upper-left of the four cells with discs, or white?
Whether the game will be won by the player with more discs or fewer discs (one or the other, but not both).
Once the game begins, the GUI should display the current score (i.e., how many discs of each color are on the board), a clean representation of the game board as a grid with discs colored either black or white, and an indication of whose turn it is to move (black or white). The user is permitted to make a move by clicking one of the squares on the grid, though the move will only be allowed if it is valid; once a valid move is made, the board is updated to reflect the necessary changes (i.e., which discs are flipped, etc.).
When the game is over, display three things in the GUI: the score, the final game board, and who the winner is. Be sure to handle the case where there is no winner (i.e., the number of discs on the board for both players is equal at the end of the game).
At this point, you can simply wait for the user to dismiss the window, or you can optionally offer the user the choice to play another game.
You are not permitted to represent the game board using built-in widgets like buttons. Instead, you'll need to draw it on a Canvas widget programmatically. Additionally, your GUI's root window must support resizing, and resizing it must cause the area in which the board is drawn to change size correspondingly, with the game board redrawn to fill the available space, so the user can decide how large of a window he or she would like to play the game on.
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