Architecture & Communication
How the thread boundary actually works: worker lifecycle, structured clone limits, transferable objects, pooling, shared memory with Atomics, typed remote calls, and framework integration.
Performance Engineering for Frontend Teams
A technical resource for frontend engineers and data-visualization teams building high-throughput web applications. Learn how to offload CPU-heavy work, keep the UI responsive at 60 fps, and design resilient worker communication protocols — from the thread boundary up to production telemetry.
Every guide connects architecture, implementation and profiling, so you can move from a proof of concept to a worker system you are happy to run in production.
Start here
If you are new to background processing in the browser, read these in order. They build the vocabulary — lifecycle, messaging, zero-copy transfers, pooling, measurement — that the rest of the site assumes.
Newest topics
The most recent additions cover the ground between "the worker works" and "the worker holds up in production": typed remote calls, framework ownership, flow control, scheduling, and a test suite that stays green.
Explore the core topics
The library is organised into three areas. Each one opens with an overview page, then breaks down into focused topics and step-by-step walkthroughs.
How the thread boundary actually works: worker lifecycle, structured clone limits, transferable objects, pooling, shared memory with Atomics, typed remote calls, and framework integration.
The workloads people actually offload: CSV and JSON pipelines, image processing, OffscreenCanvas rendering, WebAssembly modules, streaming with backpressure, and task scheduling.
What to do when a worker misbehaves in the wild: DevTools workflows in Chrome and Firefox, messaging bottlenecks, memory leaks, crash recovery, error telemetry, and testing in CI.
Most-read walkthroughs
Concrete problems with working code: moving big buffers, wiring a pool, choosing between messaging and shared memory, and finding the leak that only shows up after an hour of use.
How the library is organised
Every area starts with an overview that frames the problem and links onward. Underneath sit topic guides —
worker pools, transferable objects, OffscreenCanvas, memory leaks — that explain a subject end to end. Each topic
then links to short walkthroughs that solve one concrete task, such as calling
postMessage with a transfer list or diffing two heap snapshots to find a retained worker.
Guides are cross-linked, so you can follow a thread from an architectural decision to the profiling session that proves it was the right one. If you prefer to browse, the three area pages (architecture and communication, computation patterns, debugging and optimization) list everything they contain.