 
     func bezierPathWithPoints( points: [CGPoint] ) -> UIBezierPath {
         let bezierPath = self.quadCurvedPathWithPoints(points)
-        bezierPath.lineJoinStyle = kCGLineJoinRound
-        bezierPath.lineCapStyle = kCGLineCapRound
+        bezierPath.lineJoinStyle = CGLineJoin.Round
+        bezierPath.lineCapStyle = CGLineCap.Round
         bezierPath.lineWidth = 2.0/scale
 
         return bezierPath

        }

        CGContextClosePath(context)
        CGContextDrawPath( context, kCGPathStroke)
        CGContextRestoreGState(context)
    }


        CGContextMoveToPoint( context, bounds.minX, bounds.minY-5.0)
        CGContextAddLineToPoint( context, bounds.minX, bounds.maxY)

        CGContextDrawPath(context, CGPathDrawingMode.Stroke)

        CGContextRestoreGState(context)
    }
