         
         let maxX = CGRectGetMaxX(layer.bounds)
         let maxY = CGRectGetMaxY(layer.bounds)
-        let fakeGridLinePercentage: CGFloat = 0.10
         let gridlinePath = UIBezierPath()
         
-        let firstGridlineY = fakeGridLinePercentage*maxY
+        let firstGridlineY: CGFloat = 0
         gridlinePath.moveToPoint(CGPoint(x: 0, y: firstGridlineY))
         gridlinePath.addLineToPoint(CGPoint(x: maxX, y:firstGridlineY))
         
-        let secondGridlineY = maxY*(1 - fakeGridLinePercentage)
+        let secondGridlineY = maxY
         gridlinePath.moveToPoint(CGPoint(x: 0, y: secondGridlineY))
         gridlinePath.addLineToPoint(CGPoint(x: maxX, y: secondGridlineY))
 

import Foundation


public class WMFSparklineView : UIView {

        let delta = maxDataValue - minDataValue
        var x: CGFloat = 0
        let xInterval = maxX/CGFloat(dataValues.count - 1)
        var points = [CGPoint]()
        for dataValue in dataValues {
            let floatValue = CGFloat(dataValue.doubleValue)
            let relativeY = (floatValue - minDataValue)/delta
            let y = maxY*(1 - relativeY)
            points.append(CGPoint(x: x, y: y))
            x += xInterval
        }
        sparklineLayer.path = UIBezierPath.quadCurvePathWithPoints(points).CGPath
    }

}
