         var t1 = y_0
         var f0, df0: CGFloat
         
-        for (var i = 0; i < 15; i++) {
+        for _ in 0..<15 {
             // Base this iteration of t1 calculated from last iteration
             t0 = t1
             // Calculate f(t0)

        // Create point array to point to
        var point: [Float] = [0.0, 0.0]
        var pointArray = [CGPoint]()
        for (var i: Int = 0; i <= 3; i++) {
            self.getControlPointAtIndex(i, values: &point)
            pointArray.append(CGPoint(x: CGFloat(point[0]), y: CGFloat(point[1])))
        }

    // Define animation completion closure type
    private typealias MLAnimationCompletion = (finished: Bool) -> ()
    
    private func scroll(interval: CGFloat, delay: CGFloat = 0.0, scroller: Scroller, fader: CAKeyframeAnimation?) {
        var scroller = scroller
        // Check for conditions which would prevent scrolling
        if !labelReadyForScroll() {
            return
