     }
 }
 
-let LOAD_SYNCHRONOUSLY = false // Synchronous load is less code, easier to write - but poor for large images
-
-let ALLOW_2X_STYLE_SCALING_OF_SVGS_AS_AN_EXAMPLE = true // demonstrates using the "SVGKImage.scale" property to scale an SVG *before it generates output image data*
+let LOAD_SYNCHRONOUSLY = true // Synchronous load is less code, easier to write - but poor for large images
+
+let ALLOW_2X_STYLE_SCALING_OF_SVGS_AS_AN_EXAMPLE = false // demonstrates using the "SVGKImage.scale" property to scale an SVG *before it generates output image data*
 
 let ALLOW_SVGKFASTIMAGEVIEW_TO_DO_HIT_TESTING = true // only exists because people ignore the docs and try to do this when they clearly shouldn't. If you're foolish enough to do this, this code will show you how to do it CORRECTLY. Look how much code this requires! It's insane! Use SVGKLayeredImageView instead if you need hit-testing!
 

private struct ImageLoadingOptions {
    var requiresLayeredImageView = false
    var overrideImageSize = CGSizeZero
    var overrideImageRenderScale: CGFloat = 0
    var diskFilenameToLoad: String
    
    init(name: String) {

                labelParseTime = tmpLabel
            }
            /** Workaround for Apple 10 years old bug in OS X that they ported to iOS :( */
            labelParseTime!.frame = CGRectMake( 0, 0, contentView!.bounds.size.width, 20.0 );
            
            contentView?.addSubview(labelParseTime!)
            
            /** set the border for new item */
            contentView?.showBorder = false;
            
            /** Move the gesture recognizer onto the new one */
            if tapGestureRecognizer == nil {
                tapGestureRecognizer = UITapGestureRecognizer(target: self, action: "handleTapGesture:")
            }
            contentView?.addGestureRecognizer(tapGestureRecognizer!)
            
            scrollViewForSVG?.addSubview(contentView!)
            scrollViewForSVG?.contentSize = contentView?.frame.size ?? CGSize(width: 32, height: 32)
            
            var screenToDocumentSizeRatio = (scrollViewForSVG?.frame.size.width ?? 32) / (contentView?.frame.size.width ?? 32)
            
            scrollViewForSVG?.minimumZoomScale = min( 1, screenToDocumentSizeRatio );
            scrollViewForSVG?.maximumZoomScale = max( 1, screenToDocumentSizeRatio );
            
            title = self.name;
            labelParseTime!.text = NSString(format:"%@ (parsed: %.2f secs, rendered: %.2f secs)", name, endParseTime.timeIntervalSinceDate(startParseTime), (contentView?.timeIntervalForLastReRenderOfSVGFromMemory ?? 0))
            
            /** Fast image view renders asynchronously, so we have to wait for a callback that its finished a render... */
            contentView?.addObserver(self, forKeyPath: "timeIntervalForLastReRenderOfSVGFromMemory", options: NSKeyValueObservingOptions(0), context: nil)
            
            /**
            EXAMPLE:
