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.
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