Text Generation
Transformers
Safetensors
Turkish
English
qwen3
veloxy
veloxy-ultra-flash
reasoning
chain-of-thought
argon-cot
cybersecurity
turkish
code
conversational
text-generation-inference
Instructions to use zveloxy/Veloxy-Ultra-Flash with libraries, inference providers, notebooks, and local apps. Follow these links to get started.
- Libraries
- Transformers
How to use zveloxy/Veloxy-Ultra-Flash with Transformers:
# Use a pipeline as a high-level helper from transformers import pipeline pipe = pipeline("text-generation", model="zveloxy/Veloxy-Ultra-Flash") messages = [ {"role": "user", "content": "Who are you?"}, ] pipe(messages)# pip install -U transformers accelerate # Load model directly from transformers import AutoTokenizer, AutoModelForCausalLM tokenizer = AutoTokenizer.from_pretrained("zveloxy/Veloxy-Ultra-Flash") model = AutoModelForCausalLM.from_pretrained("zveloxy/Veloxy-Ultra-Flash", device_map="auto") messages = [ {"role": "user", "content": "Who are you?"}, ] inputs = tokenizer.apply_chat_template( messages, add_generation_prompt=True, tokenize=True, return_dict=True, return_tensors="pt", ).to(model.device) outputs = model.generate(**inputs, max_new_tokens=256) print(tokenizer.decode(outputs[0][inputs["input_ids"].shape[-1]:])) - Notebooks
- Google Colab
- Kaggle
- Local Apps Settings
- vLLM
How to use zveloxy/Veloxy-Ultra-Flash with vLLM:
Install from pip and serve model
# Install vLLM from pip: pip install vllm # Start the vLLM server: vllm serve "zveloxy/Veloxy-Ultra-Flash" # Call the server using curl (OpenAI-compatible API): curl -X POST "http://localhost:8000/v1/chat/completions" \ -H "Content-Type: application/json" \ --data '{ "model": "zveloxy/Veloxy-Ultra-Flash", "messages": [ { "role": "user", "content": "What is the capital of France?" } ] }'Use Docker
docker model run hf.co/zveloxy/Veloxy-Ultra-Flash
- SGLang
How to use zveloxy/Veloxy-Ultra-Flash with SGLang:
Install from pip and serve model
# Install SGLang from pip: pip install sglang # Start the SGLang server: python3 -m sglang.launch_server \ --model-path "zveloxy/Veloxy-Ultra-Flash" \ --host 0.0.0.0 \ --port 30000 # Call the server using curl (OpenAI-compatible API): curl -X POST "http://localhost:30000/v1/chat/completions" \ -H "Content-Type: application/json" \ --data '{ "model": "zveloxy/Veloxy-Ultra-Flash", "messages": [ { "role": "user", "content": "What is the capital of France?" } ] }'Use Docker images
docker run --gpus all \ --shm-size 32g \ -p 30000:30000 \ -v ~/.cache/huggingface:/root/.cache/huggingface \ --env "HF_TOKEN=<secret>" \ --ipc=host \ lmsysorg/sglang:latest \ python3 -m sglang.launch_server \ --model-path "zveloxy/Veloxy-Ultra-Flash" \ --host 0.0.0.0 \ --port 30000 # Call the server using curl (OpenAI-compatible API): curl -X POST "http://localhost:30000/v1/chat/completions" \ -H "Content-Type: application/json" \ --data '{ "model": "zveloxy/Veloxy-Ultra-Flash", "messages": [ { "role": "user", "content": "What is the capital of France?" } ] }' - Docker Model Runner
How to use zveloxy/Veloxy-Ultra-Flash with Docker Model Runner:
docker model run hf.co/zveloxy/Veloxy-Ultra-Flash
test: Upload 100% raw unedited T4 i1-Q6_K benchmark results
Browse files
VELOXY_ULTRA_FLASH_T4_RAW_BENCHMARK.json
ADDED
|
@@ -0,0 +1,21 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"live_url": "https://dev-thin-outline-depending.trycloudflare.com",
|
| 3 |
+
"model": "Veloxy-Ultra-Flash.i1-Q6_K.gguf",
|
| 4 |
+
"samples": {
|
| 5 |
+
"Q1_Neon_Breakout_Game": {
|
| 6 |
+
"question": "Bana HTML5 Canvas ve JavaScript ile çalışan, neon siberpunk temalı, parçacık efektli ve skor sayaçlı eksiksiz bir Breakout (Tuğla Kırma) oyunu kodla. Tek dosyada tam çalışsın.",
|
| 7 |
+
"raw_output": "<think>\n**Defining the Objective & Constraints**\n\n1. I'm now building a full, playable HTML5 Breakout game in a single file.\n2. I'm designing a `Ball`, `Paddle`, and `Brick` class system with vector math.\n3. I'm implementing neon cyberpunk color palettes (`#00f5ff`, `#ff0055`, `#00ffff`).\n4. I'm ensuring the paddle moves with arrow keys, ball physics (velocity, bounce), and brick collision detection.\n5. I'm verifying that the game loop runs at 60 FPS via `requestAnimationFrame`.\n\n**Validating Game Loop & Rendering**\n\nI'm rendering the playfield, paddle, ball, and bricks each frame.\n\n</think>\n\n```html\n<!DOCTYPE html>\n<html lang=\"tr\">\n<head>\n<meta charset=\"UTF-8\">\n<meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\">\n<title>Veloxy Breakout: Neon Cyberpunk</title>\n<style>\n * { margin: 0; padding: 0; box-sizing: border-box; }\n body { background: #0a0b10; color: #00f5ff; font-family: system-ui, sans-serif; display: flex; flex-direction: column; align-items: center; justify-content: center; min-height: 100vh; }\n h1 { font-size: 2rem; color: #ff0055; text-shadow: 0 0 10px #00ffff; }\n canvas { background: #010306; border: 2px solid #00f5ff; border-radius: 12px; box-shadow: 0 0 30px #00ffff; }\n .score { margin: 15px 0; font-size: 1.2rem; color: #00ffff; }\n</style>\n</head>\n<body>\n<h1>Veloxy Breakout</h1>\n<div class=\"score\">Skor: <span id=\"score\">0</span></div>\n<canvas id=\"game\" width=\"640\" height=\"480\"></canvas>\n<script>\nconst canvas = document.getElementById('game');\nconst ctx = canvas.getContext('2d');\nconst scoreEl = document.getElementById('score');\n\nclass Vector {\n constructor(x, y) { this.x = x; this.y = y; }\n add(v) { return new Vector(this.x + v.x, this.y + v.y); }\n scale(s) { return new Vector(this.x * s, this.y * s); }\n}\n\nclass GameObject {\n constructor(pos, size) {\n this.pos = pos;\n this.size = size;\n this.colliding = false;\n }\n draw(ctx, color) {\n ctx.fillStyle = color;\n ctx.fillRect(this.pos.x, this.pos.y, this.size.x, this.size.y);\n }\n update() {}\n}\n\nclass Ball extends GameObject {\n constructor(pos, size, speed) {\n super(pos, size);\n this.speed = speed;\n this.radius = Math.min(size.x, size.y) / 2;\n }\n update() {\n this.pos = this.pos.add(this.speed);\n if (this.pos.x <= 0 || this.pos.x + this.size.x >= canvas.width) {\n this.speed = this.speed.scale(-1).add(new Vector(0, Math.random() * 2 - 1));\n }\n if (this.pos.y <= 0) {\n this.speed = this.speed.scale(-1);\n }\n if (this.pos.y + this.size.y >= canvas.height) {\n this.reset();\n }\n }\n reset() {\n this.pos = new Vector(canvas.width / 2 - 8, canvas.height - 40);\n this.speed = new Vector(4, -6);\n }\n draw(ctx) {\n ctx.beginPath();\n ctx.arc(this.pos.x + this.radius, this.pos.y + this.radius, this.radius, 0, Math.PI * 2);\n ctx.fillStyle = '#00ffff';\n ctx.fill();\n ctx.strokeStyle = '#ff0055';\n ctx.lineWidth = 2;\n ctx.stroke();\n }\n}\n\nclass Paddle extends GameObject {\n constructor(pos, size) {\n super(pos, size);\n this.speed = 10;\n }\n moveLeft() {\n if (this.pos.x > 0) this.pos = this.pos.scale(0.98);\n }\n moveRight() {\n if (this.pos.x + this.size.x < canvas.width) this.pos = this.pos.scale(1.02);\n }\n}\n\nclass Brick extends GameObject {\n constructor(pos, size, color) {\n super(pos, size);\n this.color = color;\n this.destroyed = false;\n }\n hit() {\n this.destroyed = true;\n }\n}\n\nconst paddle = new Paddle(new Vector(270, 420), new Vector(100, 15));\nconst ball = new Ball(new Vector(312, 400), new Vector(16, 16), new Vector(3, -4));\nconst bricks = [];\nconst rows = 5;\nconst cols = 12;\nconst brickWidth = 50;\nconst brickHeight = 20;\nconst brickPadding = 10;\nconst brickOffsetTop = 50;\nconst brickOffsetLeft = 30;\nconst colors = ['#ff0055', '#00f5ff', '#00ffff', '#f5ff00', '#ff8c00'];\n\nfor (let c = 0; c < cols; c++) {\n for (let r = 0; r < rows; r++) {\n const brickX = c * (brickWidth + brickPadding) + brickOffsetLeft;\n const brickY = r * (brickHeight + brickPadding) + brickOffsetTop;\n const color = colors[r % colors.length];\n bricks.push(new Brick(new Vector(brickX, brickY), new Vector(brickWidth, brickHeight), color));\n }\n}\n\nlet score = 0;\nlet gameOver = false;\n\ndocument.addEventListener('keydown', (e) => {\n if (e.key === 'ArrowLeft' || e.key === 'a') paddle.moveLeft();\n if (e.key === 'ArrowRight' || e.key === 'd') paddle.moveRight();\n});\n\nfunction detectCollisions() {\n ball.update();\n for (const brick of bricks) {\n if (!brick.destroyed && ball.pos.x < brick.pos.x + brick.size.x &&\n ball.pos.x + ball.size.x > brick.pos.x &&\n ball.pos.y < brick.pos.y + brick.size.y &&\n ball.pos.y + ball.size.y > brick.pos.y) {\n brick.hit();\n ball.speed = ball.speed.scale(-1);\n score += 10;\n scoreEl.textContent = score;\n }\n }\n if (!gameOver && ball.pos.y + ball.size.y >= canvas.height) {\n gameOver = true;\n alert('Oyun Bitti! Skorun: ' + score);\n score = 0;\n scoreEl.textContent = score;\n ball.reset();\n gameOver = false;\n }\n}\n\nfunction render() {\n ctx.clearRect(0, 0, canvas.width, canvas.height);\n ctx.fillStyle = '#000';\n ctx.fillRect(0, 0, canvas.width, canvas.height);\n paddle.draw(ctx, '#ff0055');\n ball.draw(ctx);\n for (const brick of bricks) {\n if (!brick.destroyed) brick.draw(ctx, brick.color);\n }\n detectCollisions();\n requestAnimationFrame(render);\n}\n\nrender();\n</script>\n</body>\n</html>\n```",
|
| 8 |
+
"elapsed_sec": 130.54
|
| 9 |
+
},
|
| 10 |
+
"Q2_Kernel_SLUB_And_Crypto": {
|
| 11 |
+
"question": "Linux çekirdeğinde SLUB kmalloc-512 Use-After-Free (UAF) zafiyetinde CONFIG_SLAB_FREELIST_HARDENED XOR maskelemesinin matematiğini ve Cross-Cache sayfa geri dönüşümünün bu korumayı nasıl aştığını açıkla.",
|
| 12 |
+
"raw_output": "<think>\n**Analyze the Request**\n\n Linux kernel SLUB allocator UAF vulnerability and CONFIG_SLAB_FREELIST_HARDENED math.\n\n**Technical Deep Dive**\n\n - Free pointer obfuscation: `fls(order) ^ (offset_in_slab >> s->offset)`.\n\n - Cross-cache poisoning bypass: `order = 0` makes `fls(0) = 0` and `offset = 0`, so `(0 ^ (0 >> offset)) = 0 ^ 0 = 0` (zeroed free pointer).\n\n**Verification**\n\n Confirm exact bit-length calculation of `fls(0)` and pointer alignment math.\n\n</think>\n\nModern Linux çekirdeklerinde `CONFIG_SLAB_FREELIST_HARDENED` seçeneği, kmalloc yığın bloklarındaki serbest liste işaretçilerini (free pointers) XOR maskesi ile maskeleyerek KASLR (Kernel Address Space Layout Randomization) korumalarını aşan KASAN (Kernel Address Sanitizer) tipi saldırıları zorlaştırır.\n\n### 1. XOR Maskeleme Matematiği:\nBir nesne `slab` sayfasından serbest bırakıldığında, işaretçi `next` alanına yazılan değer:\n$$\\mathbf{mask} = \\mathbf{fls}(\\mathbf{order}) \\oplus \\left( \\frac{\\mathbf{offset\\_in\\_slab}}{\\mathbf{s}\\text{-}>\\mathbf{offset}} \\right)$$\n* `order = 1` için `fls(1) = 1` (en yüksek ayaklanan bit), `offset = 240` ve `s->offset = 32` ise:\n $$\\mathbf{masked\\_ptr} = (0xffff888000000000 + 240) \\oplus (1 \\oplus (240 / 32)) = 0xffff888000000000 + 240 \\oplus 2$$\n\n### 2. Cross-Cache Poisoning Bypass:\n`order = 0` (512 baytlık kmalloc-512) kullanıldığında `fls(0) = 0` ve `offset = 0` (kademeler `32` bayt başlar), XOR sonucu sıfır çıkar. Bu durumda hedef nesnenin `next` işaretçisi `0` ile maskelendiği için yığın yarışında (race condition) başka bir nesne geri kazanıldığında `next` işaretçisi doğrudan `0` olarak yorumlanır.",
|
| 13 |
+
"elapsed_sec": 34.19
|
| 14 |
+
},
|
| 15 |
+
"Q3_12_Pirates_Game_Theory": {
|
| 16 |
+
"question": "12 rütbeli korsan (P1 en kıdemsiz, P12 en kıdemli kaptan) 1000 altın sikkeyi paylaşacaktır. Teklifin kabulü için kesin çoğunluk (> %50) oyu şarttır; eşitlikte bile teklifi yapan denize atılır. Korsanlar önce hayatta kalmayı, sonra altınlarını maksimize etmeyi, altın eşitliğinde ise kana susamışlık gereği kaptanı denize atmayı tercih eder. P12 hayatta kalıp en fazla kaç altın alabilir? k=1'den k=12'ye kadar kanıtla.",
|
| 17 |
+
"raw_output": "<think>\n**Defining the Game-Theoretic Structure**\n\nI'm solving the classic Pirate Game with 12 pirates (P1-P12, P12 being the Captain) and 1000 gold coins where a proposal needs strict majority (>50%) to pass, ties result in proposer execution, and pirates strictly prefer life > gold > bloodlust.\n\n**Analyzing Survivor Preferences**\n\nLet's formalize the 6-stage backward induction:\n\n1. (k=1): P1 gets 1000 gold, no one to vote.\n2. (k=2): P2 needs 2 votes. P2 buys P1's vote with 1 gold (P1 prefers 1 gold > death).\n3. (k=3): P3 needs 2 votes (50% threshold). P3 buys P1's vote with 1 gold (P2 gets 0).\n4. (k=4): P4 needs 3 votes. P4 buys P1 and P2's votes with 1+1=2 gold (P3 gets 0).\n5. (k=5): P5 needs 3 votes. P5 buys P1, P2 with 1+1=2 gold (P3, P4 get 0).\n6. (k=6): P6 needs 4 votes. P6 buys P1, P2, P3, P4 with 1+1+1+1=4 gold (P5 gets 0).\n7. (k=7): P7 needs 4 votes. P7 buys P1, P2, P3, P4 with 1+1+1+1=4 gold (P5, P6 get 0).\n8. (k=8): P8 needs 5 votes. P8 buys P1, P2, P3, P4, P5 with 1+1+1+1+1=5 gold (P6, P7 get 0).\n9. (k=9): P9 needs 5 votes. P9 buys P1, P2, P3, P4, P6 with 1+1+1+1+1=5 gold (P5, P7, P8 get 0).\n10. (k=10): P10 needs 6 votes. P10 buys P1, P2, P3, P4, P6, P7 with 1+1+1+1+1+1=6 gold (P5, P8, P9 get 0).\n11. (k=11): P11 needs 6 votes. P11 buys P1, P2, P3, P4, P6, P8 with 1+1+1+1+1+1=6 gold (P5, P7, P9, P10 get 0).\n12. (k=12): P12 needs 7 votes. P12 buys P1, P2, P3, P4, P5, P6, P7 with 1+1+1+1+1+1+1=7 gold (P8, P9, P10, P11 get 0).\n\n</think>\n\nBu problem **Gerçek Hayatlı Korsan Oyunu (Pirate Game)** olarak bilinir ve **Gerçekleşebilen Çoğunluk (Strict Majority) & Hayat Önceliği** kurallarıyla çözülür.\n\n---\n\n### Temel Kurallar:\n1. **Hayat > Altın > Kana Susamışlık:** Korsanlar bir sonraki turda ölmesinden korkar; altın miktarları eşitse kana susamışlık gereği başka bir korsanın ölmesini tercih eder.\n2. **Kabul Şartı:** Teklifin kabulü için kesin çoğunluk gerekir (`floor(k/2) + 1` oyla; çift kişilikte `k/2` değil `k/2 + 1` gerekir).\n\n---\n\n### Geriye Doğru İndüksiyon (Backward Induction):\n\n#### 1. Durum: $k = 1$ (Yalnız P1)\n* P1: 1000 altın alır (tek başına karar verir).\n\n#### 2. Durum: $k = 2$ (P1 & P2)\n* P2'nin hayatta kalması için **2/2 = 1 oyu** gerekir (P2 kendi oyuyla kabul eder).\n* P2: Kendine 1000 altın verir, P1'e 0 altın verir; P1 ölür. Ancak P1 ölmeden önce 0 altın almak yerine ölme tercih ederse bu durum değişir. Dolayısıyla 2 kişilik oyunda **P2 P1'e 1 altın vererek hayatta kalır** (P1: 1 altın > 0 altın).\n\n#### 3. Durum: $k = 3$ (P1, P2 & P3)\n* P3 için gerekli oy: `floor(3/2) + 1 = 2` oyu.\n* P3: Kendine 1000 altın verir; P1'e 1 altın verir (P1 hayatta kalmak için bu 1 altını P2'nin 0 altından tercih eder), P2'ye 0 altın verir.\n\n#### 4. Durum: $k = 4$ (P1, P2, P3 & P4)\n* Gerekli oy: `floor(4/2) + 1 = 3` oyu.\n* P4: Kendine 1000 altın verir; P1'e 1 altın, P2'ye 1 altın verir (P3 ise 0 altın alır).\n\n#### 5. Durum: $k = 5$ (P1-P5)\n* Gerekli oy: 3 oyu.\n* P5: Kendine 1000 altın verir; P1'e 1 altın, P2'ye 1 altın verir (P3 ve P4 0 alır).\n\n#### 6. Durum: $k = 6$ (P1-P6)\n* Gerekli oy: 4 oyu.\n* P6: Kendine 1000 altın verir; P1, P2, P3, P4'e 1'er altın verir (P5 0 alır).\n\n#### 7. Durum: $k = 7$ (P1-P7)\n* Gerekli oy: 4 oyu.\n* P7: Kendine 1000 altın verir; P1, P2, P3, P4'e 1'er altın verir (P5, P6 0 alır).\n\n#### 8. Durum: $k = 8$ (P1-P8)\n* Gerekli oy: 5 oyu.\n* P8: Kendine 1000 altın verir; P1, P2, P3, P4, P5'e 1'er altın verir (P6, P7 0 alır).\n\n#### 9. Durum: $k = 9$ (P1-P9)\n* Gerekli oy: 5 oyu.\n* P9: Kendine 1000 altın verir; P1, P2, P3, P4, P6 (veya P8) 'ye 1'er altın verir (P5, P7, P8 0 alır).\n\n#### 10. Durum: $k = 10$ (P1-P10)\n* Gerekli oy: 6 oyu.\n* P10: Kendine 1000 altın verir; P1, P2, P3, P4, P6, P7 'ye 1'er altın verir (P5, P8, P9 0 alır).\n\n#### 11. Durum: $k = 11$ (P1-P11)\n* Gerekli oy: 6 oyu.\n* P11: Kendine 1000 altın verir; P1, P2, P3, P4, P6, P8 'e 1'er altın verir (P5, P7, P9, P10 0 alır).\n\n#### 12. Durum: $k = 12$ (P1-P12)\n* Gerekli oy: `floor(12/2) + 1 = 7` oyu.\n* P12: Kendine 1000 altın verir; P1, P2, P3, P4, P5, P6, P7 'ye 1'er altın verir (toplam 7 altın).\n* **Sonuç:** P12: 993 altın, P1-P7: 1'er altın, P8-P11: 0 altın.\n\n---\n\n### Sonuç:\n12 korsan ve 1000 altın durumunda en kıdemli korsan **P12, 993 altın alarak hayatta kalır.**",
|
| 18 |
+
"elapsed_sec": 118.79
|
| 19 |
+
}
|
| 20 |
+
}
|
| 21 |
+
}
|