I'd say it crashes because mCanvas is null when you call draw2. How did you expect mCanvas to be instantiated?
Even so - the correct approach is to call invalidate on your view and use the canvas object that gets passed in to the onDraw. So in your onTouchEvent you probably want to store the x and y coordinates and set a flag to indicate the user has touched the screen. Then call invalidate on your view - this will cause onDraw to be called at some later time. Then in your onDraw you can check your flag and if it is set then draw the circle at the coordinates you stored in the onTouchEvent. --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---