     return pointOnCircle( innerCircle,
               atDistance: midOffset * innerOuterRingRatio,
                fromPoint: innerStart,
-             inDirection: .Clockwise)
+             inDirection: .clockwise)
   }
   
   var innerBezStartControlPoint: RingPoint {
     return pointOnCircle( innerCircle,
               atDistance: controlPointOffset * innerOuterRingRatio,
                fromPoint: innerStart,
-             inDirection: .Clockwise)
+             inDirection: .clockwise)
   }
   
   var outerBezStart: RingPoint {
     return pointOnCircle( outerCircle,
               atDistance: midOffset,
                fromPoint: outerStart,
-             inDirection: .Clockwise)
+             inDirection: .clockwise)
   }
   
   

    return pointOnCircle( innerCircle,
              atDistance: midOffset * innerOuterRingRatio,
               fromPoint: innerEnd,
             inDirection: .CounterClockwise)
  }
  
  var innerBezEndControlPoint: RingPoint {
    return pointOnCircle( innerCircle,
              atDistance: controlPointOffset * innerOuterRingRatio,
               fromPoint: innerEnd,
             inDirection: .CounterClockwise)
  }
  
  var outerBezEnd: RingPoint {
    return pointOnCircle( outerCircle,
              atDistance: midOffset,
               fromPoint: outerEnd,
             inDirection: .CounterClockwise)
  }
  
  var outerBezEndControlPoint: RingPoint {

    return start + abs(offset)
  }
  
  var outerOffsetEnd: CGFloat {
    let offset = CGFloat(outerEnd.angleBetweenPoint( outerBezEnd,
                                   fromMutualCenter: center))
    return end - abs(offset)
