         NSGraphicsContext.restoreGraphicsState()
         
         var ok = false
-        let imageData = bitmap.representation(using: NSBitmapImageFileType.PNG,
-                                                       properties: [NSImageCompressionFactor: 1.0])
-        if (imageData != nil) {
-            ok = (try? imageData!.write(to: URL(fileURLWithPath: (file as NSString).standardizingPath), options: [.atomic])) != nil
+        if let imageData = bitmap.representation(using: NSBitmapImageFileType.PNG,
+                                                 properties: [NSImageCompressionFactor: 1.0]) {
+            ok = (try? imageData.write(to: URL(fileURLWithPath: (file as NSString).standardizingPath), options: [.atomic])) != nil
         }
         if (ok == false) {
             Utils.error("Error: Can't save image to \(file)")

     */
    public static func loadFrom(_ file: String) -> NSImage! {
        // Loading directly with NSImage, doesn't take in account of scale
        let imageReps = NSBitmapImageRep.imageReps(withContentsOfFile: file)
        if (imageReps != nil) {
            var width = 0
            var height = 0
            
            for rep in imageReps! {
                if (rep.pixelsWide > width) {
                    width = rep.pixelsWide
                }

            }
            let newImage = NSImage(size: NSMakeSize(CGFloat(width), CGFloat(height)))
            newImage.setName(file.lastPathComponent())
            newImage.addRepresentations(imageReps)
            return newImage
        }
        return nil
