     
     :returns: the triplet
     */
-    func computeTrioPath(start:CGFloat, end:CGFloat) -> TrioPath {
-        
+    func computeDualPath(start:CGFloat, end:CGFloat) -> DualPath {
         
         let pathRef = computeAnimationPath(start, end: end)
         
-        
         let other = CGPathCreateCopyByStrokingPath(pathRef.CGPath, nil, properties.bigRadius-properties.smallRadius, kCGLineCapButt, kCGLineJoinMiter, 1)
         
-        let other2 = CGPathCreateCopyByStrokingPath(pathRef.CGPath, nil, 30, kCGLineCapButt, kCGLineJoinMiter, 1)
-        
         let ok = UIBezierPath(CGPath: other)
-        let ok2 = UIBezierPath(CGPath: other2)
-        
-        return TrioPath(myBezierPath: ok, myAnimationBezierPath: pathRef, mySelectionBezierPath: ok2)
+      
+        return DualPath(myBezierPath: ok, myAnimationBezierPath: pathRef)
     }
     
     

    
    
    
    func computePath(start:CGFloat, end:CGFloat, isSelection:Bool) -> UIBezierPath {
    
        var path = UIBezierPath()
        
        let startPointX = pieChartCenter.x + properties.smallRadius * cos(start)
        let startPointY = pieChartCenter.y + properties.smallRadius * sin(start)
        
        let startPoint = CGPointMake(startPointX, startPointY)
        
        var delta = (isSelection) ? properties.expand : 0
        
        path.moveToPoint(startPoint)
        
        path.addArcWithCenter(pieChartCenter, radius: properties.smallRadius, startAngle: start, endAngle: end, clockwise: false)
        
        
        var helperPath = UIBezierPath()
        helperPath.moveToPoint(CGPointMake(startPointX, pieChartCenter.y))
        
        helperPath.addArcWithCenter(pieChartCenter, radius: (properties.bigRadius + delta), startAngle: start, endAngle: end, clockwise: false)
        
        path.addLineToPoint(helperPath.currentPoint)
        
        path.addArcWithCenter(pieChartCenter, radius: (properties.bigRadius + delta), startAngle: end, endAngle: start, clockwise: true)
        
        path.addLineToPoint(startPoint)
        
        
        
        return path;
    }
    
    func computeAnimationPath(start:CGFloat, end:CGFloat) -> UIBezierPath {
        var animationPath = UIBezierPath()

        var mask = CAShapeLayer()
        
        mask.frame = self.frame
        let path = computeDualPath(start, end: end)
        mask.path = path.animationBezierPath.CGPath
        mask.lineWidth = properties.bigRadius - properties.smallRadius
        mask.strokeColor = color.CGColor
