I am using AnimationDrawable to play a PNG Sequence which works fine.. the problem is after adding this part the application went from using ~7MB of RAM to ~32MB..
I know we can’t directly make call to release memory, but isn’t there some way to minimise memory use after such Animation..
I think I found a solution. I fixed the issue by setting the background resource to the last drawable of the sequence, setting the
AnimationDrawableto null and then calling the garbage collection