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If your 2D vector graphics system has support for rendering a path style with diagonal hashes across it, and to continue that path across different primitives (line segments, circle arcs) it seems that then the problem is then easy. You just render the entire cable as a path, starting at the fixed end. You render that path that for different positions of the pulleys and there you have your frames, with the diagonal hashes moving at their apparently correct respective speeds.


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