What is the best way to extend a Wireless network?

Hi,
We have 3 devices,
1) Our Primary Network Router (which creates our office Network and has DHCP enabled).
2) We have and Airport Extreme, which is used to create our Wireless Network (THIS IS SET TO “Create Wireless Network”), it has DHCP Enabled, its DHCP IP Scheme is set to 192.168.2.x, where the IP Scheme of our Primary Network is set to 192.168.181.x.
3) We have an Airport Express that we are trying to use to EXTEND our Wireless Network.
The most important thing we are trying to accomplish is to isolate the Wireless Network from our Primary Network, so Wireless Clients can access the Internet, but CAN’T SEE or ACCESS the Shared Network Volumes AVAILABLE ON THE PRIMARY NETWORK.
At the moment, the Wireless Clients can access the Internet and receive an IP in the range of 192.168.2.x from the DHCP Server in the Airport Extreme. That part of it is working, but the Wireless Clients can unfortunately still SEE and ACCESS the Network Volumes available on the Primary Network. WHICH IS NOT WHAT WE WANT!!
Question 1: How can we have the Airport Create a separate Network, so the Wireless Clients CAN’T SEE or ACCESS the Network Volumes from the Primary Network, but can still get access to the Internet through the Primary Network?
Question 2: What is the best way to use the Airport Express to “EXTEND” the Airport Extreme’s Wireless Network? I have tried WDS “Main” for Extreme and WDS “Remote” for Express, but all that doesn’t allow you to use the Extreme to Create a Separate Network, it uses the DHCP Server built into the Primary Network’s Router. Also tried to set the Express to “EXTEND WIRELESS NETWORK”, which seems to work, but I am not sure why. Because I don’t have a cable from the Extreme to the Express, which is sounds like you have to when it is setup that way!!
Any help would be greatly appreciated!!
Thanks
Kalagan

Question 1: How can we have the Airport Create a separate Network, so the Wireless Clients CAN’T SEE or ACCESS the Network Volumes from the Primary Network, but can still get access to the Internet through the Primary Network?
There is no way to do this. Any of the wireless clients of the AirPort Extreme base station (AEBS) can see any device connected to the AEBS's WAN port. Clients of a subnet can see anything on the supernet.
You could configure you network like this:
Internet-> (WAN) AEBS (LAN) -> Primary router
As long as the Primary router was providing DHCP/NAT the things on the LAN side of the Primary router would be hidden from the AEBS clients.
A better solution may be to have 2 completely separate networks OR invest in some type of network security firewall device to actively isolate your Primary network.
Question 2: What is the best way to use the Airport Express to “EXTEND” the Airport Extreme’s Wireless Network? I have tried WDS “Main” for Extreme and WDS “Remote” for Express, but all that doesn’t allow you to use the Extreme to Create a Separate Network, it uses the DHCP Server built into the Primary Network’s Router. Also tried to set the Express to “EXTEND WIRELESS NETWORK”, which seems to work, but I am not sure why. Because I don’t have a cable from the Extreme to the Express, which is sounds like you have to when it is setup that way!!
WDS is 802.11g's method of wirelessly extending a network.
"Extend wireless network" is 802.11n's method of wirelessly extending a network.
Neither of them require the AirPort Express (AX) to be cabled to the AEBS.

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          // Holds 108 cell images.
          var imageArray:Array = [];
          // Holds 108 numerical values for the cells in the grid.
          var cellNumbers:Array = [];
          // Constructor calls "generateGrid" and "makeShuffleButton" functions.
          public function Blanko()
               generateGrid();
               makeShuffleButton();
      // Creates and displays the 12*9 grid.
      private function generateGrid():void
           grid = new Sprite;
           var i:int = 0;
           for (i = 0; i < cells; i++)
                cellNumbers.push(i % 9 + 1);
           trace("Before shuffle: ", cellNumbers);
           shuffleCells(cellNumbers);
           trace("After shuffle: ", cellNumbers);
           var _cell:Sprite;
           for (i = 0; i < cells; i++)
                // This next line is where the implicit coercion occurs. "_cell" is a sprite that tries
                   to temporarily equal an array value.
                _cell = drawCells(cellNumbers[i]);
                _cell.x = (i % cols) * cellW;
                _cell.y = (i / cols) * cellH;
                grid.addChild(_cell);
      // Creates a "shuffle" button and adds an on-click mouse event.
      private function makeShuffleButton():void
           var _label:TextField = new TextField();
           _label.autoSize = "center";
           TextField(_label).multiline = TextField(_label).wordWrap = false;
           TextField(_label).defaultTextFormat = new TextFormat("Arial", 11, 0xFFFFFF, "bold");
           _label.text = "SHUFFLE";
           _label.x = 4;
           _label.y = 2;
           shuffleButton = new Sprite();
           shuffleButton.graphics.beginFill(0x484848);
           shuffleButton.graphics.drawRoundRect(0, 0, _label.width + _label.x * 2, _label.height +
                                                _label.y * 2, 10);
           shuffleButton.addChild(_label);
           shuffleButton.buttonMode = shuffleButton.useHandCursor = true;
           shuffleButton.mouseChildren = false;
           shuffleButton.x = grid.x + 30 + grid.width - shuffleButton.width;
           shuffleButton.y = grid.y + grid.height + 10;
           this.addChild(shuffleButton);
           shuffleButton.addEventListener(MouseEvent.CLICK, onShuffleButtonClick);
      // Clears cell images, shuffles their numbers and then assigns them new images.
      private function onShuffleButtonClick():void
       eraseCells();
       shuffleCells(cellNumbers);
       trace("After shuffle: ", cellNumbers);
       for (var i:int = 0; i < cells; i++)
        drawCells(cellNumbers[i]);
      // Removes any existing cell images from the display stack.
      private function eraseCells(): void
       while (imageArray.numChildren > 0)
        imageArray.removeChildAt(0);
      // Shuffles cell numbers (randomizes array).
      private function shuffleCells(_array:Array):void
       var _number:int = 0;
       var _a:int = 0;
       var _b:int = 0;
       var _rand:int = 0;
       for (var i:int = _array.length - 1; i > 0; i--)
        _rand = Math.random() * (i - 1);
        _a = _array[i];
        _b = _array[_rand];
        _array[i] = _b;
        _array[_rand] = _a;
      // Retrieves and assigns a custom image to a cell based on its numerical value.
      private function drawCells(_numeral:int):Array
       var _classRef:Class = Class(getDefinitionByName("skin" + _numeral));
       _classRef.x = 30;
       imageArray.push(_classRef);
       imageArray.addChild(_classRef);
       return imageArray;
    ===========================================================================
         Any help with this is greatly appreciated. Thanks!

    Rothrock,
         Thank you for the reply. Let me address a few things here in the hopes of allowing you (and others) to better understand my reasoning for doing things in this manner (admittedly, there is probably a much better/easier approach to what I am trying to accomplish which is one of the things I hope to learn/discover from these posts).
         The elements inside my "imageArray" are all individual graphics that I had imported, changed their type to movie clips using .Sprite as their base class (instead of .MovieClip) and then saved as classes. The reason I did this was because the classes could then be referenced via "getDefinitionByName" by each cell value that was being passed to it. In this grid every number from 1 to 9 appears randomly 12 times each (making the 108 cells which populate the grid). I did not, at the time (nor do I now), know of a better method to implement for making sure that each image appears in the cell that has the corresponding value (i.e. every time a cell has the value of 8 then the custom graphic/class "skin8" will be assigned to it so that the viewer will be able to see a more aesthetically pleasing numerical representation, that is to say a slightly more fancy looking number with a picture behind it). I was advised to store these images in an array so that I could destroy them when I reshuffle the grid in order to make room for the new images (but I probably messed up the instructions).
         If the "drawCell" function only returns a sprite rather than the image array itself, doesn't that mean that my "eraseCells" function won't be able to delete the array's children as their values weren't first returned to the global variable which my erasing function is accessing?
         As for the function name "drawCells," you have to keep in mind that a) my program has been redesigned in stages as I add new functionality/remove old functionality (such as removing text labels and formatting which were originally in this function) and b) that my program is called "Blanko."
         I will try and attach an Illustrator exported JPG file that contains the image I am using as the class "skin7" just to give you an example of what I'm trying to use as labels (although it won't let me insert it here in this post, so I will try it in the next post).
    Thank you for your help!

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