I draw this kind of thing using UIBenizerCurve from QuartzCore framework. I do something demo code as following,
in class .h file
struct angleRanges{
float startRange;
float endRange;
}angle_Range;
Provide your ranges of angle. And in .m file
#import <tgmath.h>
#import <QuartzCore/QuartzCore.h>
#define RADIUS 125.0f
#define METER_END_LIMIT 100.f
#define CIRCLE_STROKE_PATH_WIDTH 30.f
#define ANGAL -90.f
NSInteger numberOfParts = METER_END_LIMIT/5;
float angleRange = 0;
for(int loopIndex = 0; loopIndex <= numberOfParts; loopIndex++){
angle_Range.startRange = 0;
angle_Range.endRange = 360 - (180.f * angleRange)/METER_END_LIMIT;
double actualLineAngle = angle_Range.endRange - angle_Range.startRange;
float startAngle = actualLineAngle - 0.5;
float endAngle = actualLineAngle + 0.5;
startAngle = DEGREES_TO_RADIANS(startAngle);
endAngle = DEGREES_TO_RADIANS(endAngle);
UIBezierPath *aPath = [UIBezierPath bezierPathWithArcCenter:CGPointMake(self.center.x, self.center.y + RADIUS/2)
radius:(RADIUS+CIRCLE_STROKE_PATH_WIDTH/3)
startAngle:startAngle
endAngle:endAngle
clockwise:YES];
CAShapeLayer *shapeLayer = [[CAShapeLayer alloc] init];
[shapeLayer setFrame: self.frame];
[shapeLayer setPath: [aPath CGPath]];
shapeLayer.lineWidth = 5;
[shapeLayer setStrokeColor:[[UIColor grayColor] CGColor]];
[shapeLayer setFillColor:[[UIColor clearColor] CGColor]];
[shapeLayer setMasksToBounds:YES];
[self.layer addSublayer:shapeLayer];
[aPath closePath];
angleRange = angleRange + 5.0f;
}